Storage medium having game program stored therein, game system, server, and game method
The character custody system addresses the limitations of exercise-based virtual pet raising by using sleep information to manage character growth, promoting regular sleep and inclusivity in gaming experiences.
Patent Information
- Application Number
- JP2025209610
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-28
- Publication Date
- 2026-02-06
AI Technical Summary
Existing virtual pet raising devices motivate exercise through calorie burning, which may not be suitable for all users, particularly those who are not inclined towards exercise, leading to difficulty in enjoying the game across different age and gender groups.
A character custody system that utilizes a player's sleep information to control character growth, including a sleep information storage unit, growth control unit, and return control unit to manage character development based on sleep parameters, ensuring continued game enjoyment without exercise-related difficulties.
Enables players to enjoy the game by developing their characters using sleep information, encouraging regular sleep habits and providing a more inclusive gaming experience across various age and gender groups.
Smart Images

Figure 2026020383000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a character depositing system, a character depositing method, and a character depositing program, and more particularly to a character depositing system, a character depositing method, and a character depositing program that use a player's sleep status in the real world. [Background technology]
[0002] Conventionally, there is known a virtual pet raising device that includes a location information acquisition unit that acquires location information indicating a current location using a location information acquisition device, a movement information calculation unit that calculates movement information indicating a user's movement from a history of location information acquired by the location information acquisition unit and stores the movement information in a storage device, a movement distance calculation unit that calculates a movement distance of the user based on the movement information calculated by the movement information calculation unit and stores the movement information in the storage device, and a raising control unit that controls the raising of the virtual pet using a processing device based on the movement distance calculated by the movement distance calculation unit (see, for example, Patent Document 1). The virtual pet raising device described in Patent Document 1 calculates calories burned based on the movement distance calculated from the location information, and can raise a virtual pet based on an accurate amount of exercise. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-029631 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the virtual pet raising device described in Patent Document 1, the virtual pet is raised based on the calories burned, so although it can motivate the user to exercise, some users are not good at exercise, and it may encourage users to exercise in an unreasonable way, so it is difficult to say that it is a device that can be used by people of all ages and genders.
[0005] Therefore, an object of the present invention is to provide a character storage system, a character storage method, and a character storage program that allows players to continue to enjoy the game without difficulty by using information about the player's sleep in the real world to develop their character. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the present invention provides a character custody system in which a player entrusts a specified character to a client within a game, the character custody system comprising: a sleep information storage unit that stores sleep information of the player in association with the player's player information; a character information storage unit that stores growth conditions using specified parameters of the character in association with the character ID of the character; a custody control unit that associates a character ID having the specified growth conditions with the player information; a growth control unit that uses at least a part of the sleep information to change the specified parameters of the character corresponding to the character ID; a growth determination unit that determines whether the specified growth conditions of the character corresponding to the character ID have been achieved by the change in the specified parameters; and a return control unit that cancels the association of the character ID with the player information when the specified growth conditions have been achieved.
[0007] In addition, to achieve the above-mentioned object, the present invention provides a character storage method in which a player stores a specified character from a client in a game, the character storage method comprising: a sleep information storage step of storing sleep information of the player in a sleep information storage unit in association with the player's player information; a character information storage step of storing growth conditions using specified parameters of the character in the character information storage unit in association with the character ID of the character; a storage control step of associating a character ID having the specified growth conditions with the player information by a storage control unit; a growth control step of changing the specified parameters of the character corresponding to the character ID using at least a part of the sleep information; a growth determination step of determining whether the specified growth conditions of the character corresponding to the character ID have been achieved by the change in the specified parameters; and a return control step of canceling the association of the character ID with the player information when the specified growth conditions have been achieved by a return control unit.
[0008] In addition, in order to achieve the above-mentioned object, the present invention provides a character custody program for a character custody system in which a player entrusts a specified character to a client within a game, the character custody program having the following functions implemented on a computer: a sleep information storage function that stores the sleep information of the player in a sleep information storage unit in association with the player's player information; a character information storage function that stores growth conditions using specified parameters of the character in the character information storage unit in association with the character's character ID; a custody control function that associates a character ID having the specified growth conditions with the player information; a growth control function that uses at least a portion of the sleep information to change specified parameters of the character corresponding to the character ID; a growth determination function that determines whether the specified growth conditions of the character corresponding to the character ID have been achieved based on the change in the specified parameters; and a return control function that cancels the association of the character ID with the player information when the specified growth conditions have been achieved. [Effects of the Invention]
[0009] According to the character storage system, character storage method, and character storage program of the present invention, it is possible to provide a character storage system, character storage method, and character storage program that allows players to continue to enjoy the game without difficulty by using information about the player's sleep in the real world to help their character grow. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a functional block diagram of a character storage system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram of an information storage unit according to the embodiment. [Figure 3] 3A to 3C are diagrams illustrating examples of data structures of various storage units according to the present embodiment. [Figure 4] FIG. 10 is a flow diagram of the processing of the character storage system according to the present embodiment. [Figure 5] FIG. 10 is a diagram showing a part of a processing flow relating to a modified example of the character storage system according to the present embodiment. [Figure 6] FIG. 10 is a flow diagram of the processing of the character storage system according to the present embodiment. [Figure 7] FIG. 10 is a flow diagram of the processing of the character storage system according to the present embodiment. [Figure 8] FIG. 10 is a flow chart of processing for farm part according to this embodiment. [Figure 9] FIG. 10 is a flow diagram of the processing of the feeding part and the searching part according to the present embodiment. [Figure 10] FIG. 10 is a functional block diagram of a character development system according to another embodiment of the present invention. [Figure 11] FIG. 10 is a functional block diagram of an information storage unit of a character development system according to another embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0011] [Embodiment Mode] <Character Storage System 1 Overview> (Overview of Character Storage System 1) The character storage system 1 according to this embodiment is a system for games that can be executed on an information terminal such as a smartphone. The system can change (e.g., grow and evolve) a character appearing in the game based on the player's sleep status, such as the number of hours they sleep in the real world. The character storage system 1 allows the player to develop a habit of enjoying the game and regulate their real-world lifestyle by changing the character and improving their own level in the game. Furthermore, the character storage system 1 can configure a day in the virtual space within the system with a daytime part and a nighttime part that essentially correspond to a day in the real world. The character in the daytime part does not need to be changed based on the player's real-world behavior (e.g., number of steps, distance traveled, etc.) during the daytime part, but changes the in-game character in the daytime part and / or the nighttime part based on the player's real-world behavior (i.e., sleep) during the nighttime part.
[0012] Specifically, in the character keeping system 1, first, a client in the game (hereinafter sometimes referred to as a "trainer." Note that the trainer is a virtual trainer controlled by the character keeping system 1) leaves a character owned by the trainer with a player in the game. In this case, the character left with the player is associated with a predetermined condition (growth condition). Then, with the goal of having the character fulfill this predetermined condition, the player sleeps in the real world, feeds the character left in the game, and encourages the character to exercise, explore, and so on within the game.
[0013] A character entrusted to a player in the character storage system 1 has its parameters changed based on the player's sleep in the real world, the food eaten by the character during the daytime in the system, and the activities the character engaged in. For example, an "experience value" is pre-assigned to each character as a pre-assigned parameter, and the "experience value" acquired based on the character's experiences and the player's sleep is added to the pre-assigned experience value. Specifically, the character storage system 1 grants experience points to the character based on the sleep, food eaten, activities, and the like. If the character's experience points meet a predetermined condition (e.g., exceed a predetermined threshold. In this case, the character's "level" can be increased in stages), the character storage system 1 determines that the character has met the predetermined condition and returns the character to the trainer. The character storage system 1 grants a predetermined in-game reward to the player who returned the character. On the other hand, if the character storage system 1 determines that the predetermined condition has not been met even after the character has been granted experience points, the character storage system 1 leaves the character with the player.
[0014] Here, the character storage system 1 changes the character's predetermined parameters and level and / or the player's level, etc., based on, for example, the amount of sleep the player has achieved in the real world, whether the predetermined amount of sleep has been achieved for a predetermined number of consecutive days, the difference between the player's wake-up time and a predetermined time, and / or the quality of sleep. For example, if the player has slept for a predetermined amount of time or more, the character storage system 1 not only grants a predetermined amount of experience points to the character entrusted to the player, but can also grant experience points to the player. The character storage system 1 can also raise the character's level when the cumulative total of experience points granted to the character reaches or exceeds a predetermined value, and / or raise the player's level when the cumulative total of experience points granted to the player reaches or exceeds a predetermined value. In this embodiment, the level is a numerical value determined based on the cumulative total of experience points granted, and represents the character's and player's rank (degree of proficiency with the system).
[0015] (Overview of the virtual space within the system) The character storage system 1 can set areas in the system's virtual space, such as a place where a player can store characters from trainers (hereinafter sometimes referred to as a "nurse"), a place where the stored characters can graze (hereinafter sometimes referred to as a "ranch"), a place where "fruit" to feed the characters is grown (hereinafter sometimes referred to as a "farm"), a place where the characters can explore (hereinafter sometimes referred to as an "exploration location"), a place where the player can purchase predetermined items (hereinafter sometimes referred to as a "shop"), and / or a place where a predetermined pair of characters can be placed (hereinafter sometimes referred to as a "special area"). The character storage system 1 can make at least a portion of the "nurse", "ranch", and "exploration location", as well as the "shop", available to the player from the start of the game, and can make areas other than these available to the player depending on the player's actions in the game, etc.
[0016] (Daytime part summary) The character care system 1 performs tasks such as feeding the character at the ranch during the daytime (for example, feeding the character with fruit harvested on the farm), cultivating fruit on the farm, and / or requesting the character to explore locations based on the player's instructions and / or the autonomous actions of the "caretaker character" described below. The character care system 1 then determines the experience points to be granted to the character based at least in part on these actions.
[0017] (Summary of the night part) During the night part, the character storage system 1 puts the character to bed in accordance with the player's actions in the real world (i.e., sleep). In other words, the character storage system 1 can display an image or the like indicating that the character has gone to bed in the game on the display unit of the information terminal.
[0018] (Overview of the characters you care about) The character care system 1 allows the player to set a "caretaker character" that performs the various actions described in the overview of the daytime part above on behalf of the player. The caretaker character autonomously performs tasks such as feeding animals on the ranch, cultivating / harvesting fruit on the farm, and / or leading a designated character on an expedition to a designated exploration location. The character and the caretaker character may be characters of the same species / type. However, the character and the caretaker character are individually identified. The species refers to a group of characters that share common characteristics, and the type refers to the characteristics of the character.
[0019] (Summary of increased items) Furthermore, in the character storage system 1, a player can store two or more characters. In this case, the character storage system 1 can provide the player with an increase item that can increase the number of characters based on the relationship between a pair of characters. Furthermore, when a player has two or more characters to care for, the character storage system 1 may provide the player with an increase item that can increase the number of characters to care for based on the relationship between the pair of characters to care for.
[0020] The increased item is, for example, an "egg," and is set so that a predetermined character appears from the "egg." Here, a predetermined condition for the appearance of the predetermined character is associated with the increased item. Then, the character storage system 1 associates "sleep power," which is determined based on the sleep content of the player, with the increased item. The appearance condition is a condition that is met when the sleep power is equal to or greater than a predetermined value, and the character storage system 1 causes the predetermined character to appear from the increased item when the sleep power is equal to or greater than the predetermined value. The character storage system 1 sets the appeared character to be owned by the player (i.e., associates the appeared character with the player). Then, the character storage system 1 can set the appeared character as a care character.
[0021] In the character storage system 1 according to this embodiment, if a player does not get adequate sleep in the real world, the player and the character in the game will not be able to acquire many experience points. This will slow down the rate at which the player's level increases and the character changes (e.g., growth and evolution) in the game. Therefore, the character storage system 1 can encourage players who use the character storage system 1 to get adequate sleep and regular sleep in order to acquire more experience points.
[0022] The information terminal is an information communication terminal such as a mobile phone, smartphone, laptop, tablet PC, or desktop PC. The character storage system 1 may also receive various information used within the system from an external server. In this case, the character storage system 1 is connected to the external server via a communication network such as a mobile phone network and / or the Internet, allowing two-way communication. The communication network may also include a communication network such as a wired LAN or wireless LAN.
[0023] <Character Storage System 1 Details> Fig. 1 shows an example of the functional configuration of a character keeping system according to this embodiment, Fig. 2 shows an example of the functional configuration of an information storage unit according to this embodiment, and Fig. 3 shows an example of the data structure of various storage units according to this embodiment.
[0024] [Character Storage System 1 Configuration Overview] The character storage system 1 is a system in which a player takes care of a specific character from a client in a game. The character storage system 1 includes an input unit 10 that accepts input from the player, a sleep information acquisition unit 12 that acquires sleep information about the player, a storage control unit 14 that controls the deposit of the character to the player, a request setting unit 16 that sets requests from the trainer to the player, a growth control unit 18 that controls the growth of the player, the character, and / or the character being cared for, a growth determination unit 20 that determines whether the player, the character, and / or the character being cared for meets specific growth conditions, a return control unit 22 that returns the character to the trainer, a reward granting unit 24 that grants the player an in-game reward, and an output unit 26 that outputs the virtual space, the player, the character, and / or the character being cared for to a display unit, speaker, or the like of an information terminal.
[0025] The character care system 1 also includes an action selection unit 28 that selects an action in the game, a character selection unit 30 that selects a character and / or a character to be cared for that will perform a predetermined action, an action control unit 32 that controls various activities / actions in the game, a character control unit 34 that controls the actions of the character to be cared for, an item increase control unit 36 that controls the generation of additional items, a special area setting unit 38 that sets up a special area in the virtual space, an advertisement control unit 40 that controls advertisements that attract predetermined characters into the virtual space, an advice notification unit 42 that notifies the player of advice, an information storage unit 44 that stores various information used in the system, and a compounding unit 46 that combines predetermined items to create new items.
[0026] The information storage unit 44 includes a sleep information storage unit 440 that stores sleep information, a player information storage unit 442 that stores information about the player, a character information storage unit 444 that stores information about the character, a client information storage unit 446 that stores information about the client (i.e., the trainer), an increase item information storage unit 448 that stores information about increase items, a taken care character information storage unit 450 that stores information about taken care characters, an item information storage unit 452 that stores information about various items, an image storage unit 454 that stores images of scenes such as a ranch in the virtual space and characters, an exploration information storage unit 456 that stores information about exploration, and an audio information storage unit 458 that stores information about various music and audio sounds emitted in the game.
[0027] Character storage system 1 may not only have the above-mentioned multiple components located in the same physical location, but also have some of the multiple components located in physically separate locations. For example, character storage system 1 may be configured to include a player's information terminal and a server external to the information terminal, or the information terminal may include some of the above-mentioned multiple components and the server may include the remaining components. Furthermore, the various information stored in information storage unit 44 may be updated as needed in response to player instructions received via input unit 10 and / or by obtaining specified information from a specified server external to character storage system 1.
[0028] [Character Storage System 1 Configuration Details] First, the character care system 1 is configured to execute a cycle consisting of at least two parts that divide a day in the real world. For example, the character care system 1 can be configured to execute a cycle consisting of two parts: a day part and a night part. During the day part, the player performs in-game activities such as caring for a character, working on a farm in the virtual world, feeding the cared for character, and exploring locations using the cared for character. Meanwhile, during the night part, the player goes to bed in the real world, and the character also goes to bed in the game. Note that the character care system 1 can also have a caretaker character execute some or all of the character's actions during the day part on behalf of the player. When having a caretaker character execute some or all of the character's actions during the day part, the caretaker character may act according to the player's prior settings, or the caretaker character may execute the actions automatically under certain conditions, regardless of the player's settings.
[0029] (Input unit 10, output unit 26) The input unit 10 accepts various pieces of information and instructions from the player. The input unit 10 may be, for example, a touch panel, keyboard, mouse, microphone, or motion sensor of the information terminal. The output unit 26 outputs various processing results executed in the character storage system 1. The output unit 26 outputs various processing results and stored information in a manner perceptible by the player. Specifically, the output unit 26 outputs various processing results and stored information as still images, moving images, audio, text, and / or physical phenomena such as vibration. For example, the output unit 26 may be a display unit, speaker, vibration unit (a device provided within the information terminal that generates vibrations in response to a predetermined electrical signal), or light-emitting unit of the information terminal. The output unit 26 may also output information stored in the information storage unit 44 and / or information received from an external server.
[0030] (Sleep information acquisition unit 12) The sleep information acquisition unit 12 acquires information (sleep information) related to the player's sleep in the real world. The sleep information is information related to the duration of sleep when the player sleeps in the real world and / or information related to the quality of the sleep. Specifically, the sleep information is information indicating the duration of sleep, the time of going to bed or going to bed (the time when the player went to bed), the time of going to bed (the time when the player actually fell asleep), the time of awakening (the time when the player woke up), the time of getting up (the time when the player got up from bed), the date of sleep, location information of the place where the player slept, and / or the quality of sleep such as the depth of sleep.
[0031] Specifically, the sleep information acquisition unit 12 can acquire sleep information by receiving input from the player or based on information from various sensors that acquire environmental information (e.g., light sensors, vibration sensors, sound sensors, pressure sensors, temperature sensors, humidity sensors, etc.) or biosensors that acquire the player's biometric information through contact or non-contact. As an example, the sleep information acquisition unit 12 acquires information such as sleeping hours by receiving an input from the player via the input unit 10 that the player is going to bed and an input from the input unit 10 that the player has woken up. Note that in the character care system 1, the character and / or the character being cared for is sleeping in the game while the player is sleeping in the real world, and furthermore, remains asleep until the player prompts them to wake up.
[0032] 2 and 3, the details of the information storage unit 44 that stores various information handled by the character storage system 1 will be described. Note that the various storage units of the information storage unit 44 can supply stored information to a predetermined component in response to an action from each component of the character storage system 1, or can newly store the processing results of a predetermined component.
[0033] (Sleep information storage unit 440) The sleep information storage unit 440 stores (memorizes) the sleep information of the player. Specifically, the sleep information storage unit 440 stores, as player information, sleep information based on the player's actual sleep, in association with a player ID that uniquely identifies the player. That is, the sleep information storage unit 440 stores the sleep information acquired by the sleep information acquisition unit 12 in association with the player ID. The sleep information storage unit 440 may store the sleep information either temporarily or for a predetermined period. Note that, if it is not necessary to uniquely identify the player, the character keeping system 1 can represent the player by other player information. Examples of other player information include the player's name (nickname, etc.) and information about the player's avatar. In this embodiment, a case in which a player ID is associated with a player will be described as an example.
[0034] (Player information storage unit 442) The player information storage unit 442 stores information about the player in association with the player ID. Specifically, the player information storage unit 442 stores, in association with the player ID, the player's level, experience points (Exp), a character ID that uniquely identifies a character that the player is looking after, a character ID that uniquely identifies a character that the player is looking after, reward information that is information about rewards granted to the player, an additional item ID that uniquely identifies an additional item that the player has acquired, an image ID that uniquely identifies an image such as an avatar of the player in the game, and / or other information (item-related information, personal information, etc.).
[0035] (Character information storage unit 444) The character information storage unit 444 stores at least a growth condition using predetermined parameters of the character in association with a character ID that uniquely identifies the character. Specifically, the character information storage unit 444 stores, in association with the character ID, a client ID that uniquely identifies a client in the game who owns the character, the growth condition, the initial level (initial level), experience points, information indicating the results of actions in the daytime part, gender information of the character, information indicating the state of the character (state information), information indicating the characteristics of the character, and / or an image ID of an image of the character. Note that the growth condition may be, for example, a condition for increasing the level of a character, and may be a condition for increasing the level of a character when the cumulative total of experience points acquired by the character exceeds a predetermined value.
[0036] Here, status information refers to various types of information that indicate the physical state of a character, such as information indicating whether the character is hungry or full, information indicating whether the character has slept enough, and information indicating whether the character is in an abnormal state (asleep, paralyzed, confused, poisoned, etc.). Information that indicates a character's characteristics is, for example, information that indicates the character's species / type, etc. In this embodiment, multiple characters of the same species / type can appear.
[0037] (Requester information storage unit 446) The requester information storage unit 446 stores information about the requester (for example, name, occupation, etc.) and an image ID of an image of the requester, in association with the requester ID. In this embodiment, the requester is a virtual requester. Therefore, the character storage system 1 may randomly generate information about the requester each time the requester appears in the game. Furthermore, the character storage system 1 may treat a real user as the requester. In this case, the requester information storage unit 446 may store information about the real user as information about the requester.
[0038] (Increased item information storage unit 448) The increase item information storage unit 448 stores information about the increase item in association with an increase item ID that uniquely identifies the increase item. The increase item information storage unit 448 stores, in association with the increase item ID, the character ID of the character that appears from the increase item, information about the character's appearance conditions, a value indicating the sleep power granted to the increase item, and an image ID of the image of the increase item. For example, an increase item can be represented by an image shaped like an egg. Here, the appearance condition is a condition for causing a predetermined character to appear from the increase item, and is a condition defined by a predetermined value (sometimes referred to as "sleep power") determined based on sleep information. As an example, the appearance condition is a condition that allows a character to appear when a predetermined sleep power is achieved (i.e., when the value of sleep power granted to the increase item is equal to or greater than a predetermined value).
[0039] (Cared-for character information storage section 450) The taken-care-of character information storage unit 450 stores information about the taken-care-of character in association with the taken-care-of character ID. The taken-care-of character information storage unit 450 stores the taken-care-of character's level, experience points, sex, status, action results, and image ID of the taken-care-of character's image in association with the taken-care-of character ID. Note that the information about the taken-care-of character's status is information indicating whether the taken-care-of character is tired or hungry, and / or whether the taken-care-of character is in an abnormal state. Furthermore, the action results of the taken-care-of character are information associated with the taken-care-of character based on the results of the taken-care-of character's actions during the daytime shift.
[0040] (Item information storage unit 452) The item information storage unit 452 stores information about a specific item in association with an item ID that uniquely identifies the item. The item information storage unit 452 stores, in association with the item ID, item information such as the name, type, quantity, and performance of the item, as well as an image ID of the item image. Examples of items include rewards given to players, fields placed on farms, fruit planted in fields, treasures acquired by characters in search locations (e.g., treasures include predetermined items, coins that can be used as rewards to players, fruit, and additional items), and other items that can be used in the game. IDs can be assigned using a naming scheme such as "item name + ID." In this case, the item information storage unit 452 stores information about the item in association with the identifier "item name + ID." In this embodiment, when an item ID is described as being "deleted," the number associated with the item ID may be decremented instead of deleting the item ID, and the contents stored in the item information storage unit 452 may be updated using the result.
[0041] (Image storage unit 454) The image storage unit 454 stores image information in association with an image ID. The image information is still image information and / or video information. The image storage unit 454 supplies a predetermined image to another component of the character daycare system 1 in response to a request from that component. In this embodiment, the terms "output an image" and "output an image to the output unit 26" mean that the component that executes these processes acquires the predetermined image information from the image storage unit 454 and outputs the acquired image information to the output unit 26, unless otherwise specified.
[0042] Note that multiple image IDs may be associated with each of the player ID, character ID, client ID, increased item ID, cared character ID, item ID, and search information ID. In the character storage system 1, for example, since characters have different facial expressions depending on the time and situation, multiple image IDs may be associated with each of the above IDs in order to display different images depending on the time and situation.
[0043] (Search information storage unit 456) The search information storage unit 456 stores information related to a search in association with a search information ID that uniquely identifies the search content. The search information storage unit 456 stores, in association with the search information ID, information about a search location in the virtual space (search information), information about various items that can be discovered through a search (treasure information), and image IDs of images representing images being searched. The search information includes information such as the difficulty of the search location and the time required for the search. The treasure information is, for example, information such as items for storing a specific character, virtual currency that can be used in the game, items that can increase a character's level, increase items, and "fruit" that cannot be harvested in the "field."
[0044] (Audio information storage unit 458) The audio information storage unit 458 stores audio information in association with an audio ID that uniquely identifies the audio information. The audio information storage unit 458 supplies predetermined audio information to other components of the character daycare system 1 in response to a request from the component. Examples of audio information include background music, sound effects, and / or character voices. The character daycare system 1 may also be equipped with an automatic reading unit that automatically reads out text data, etc. In this case, the audio information storage unit 458 can also store audio information used for automatic reading.
[0045] (Deposit Control Unit 14) The storage control unit 14 controls a process of depositing a character owned by a client with a player (hereinafter referred to as the "storage process"). Specifically, when a client requests a player to deposit a character, the storage control unit 14 executes a process of depositing the character with the player. That is, the storage control unit 14 refers to the client information storage unit 446 and the character information storage unit 444, and associates the character ID of the client's character that meets a predetermined growth condition with the player ID. For example, the storage control unit 14 causes the output unit 26 to output an image showing the client visiting a location in the game where the player is present (e.g., "Nursery Shop"). Then, when the input unit 10 receives an input from the player instructing that the character be deposited, the storage control unit 14 associates the character ID with the player ID. That is, the storage control unit 14 associates the character ID with the player ID by storing the character ID in the player information storage unit 442 or updating the character ID. The storage control unit 14 may cause the output unit 26 to output an image showing a plurality of visitors lined up in a queue as an image showing the requester visiting "Sodateya."
[0046] Furthermore, the storage control unit 14 outputs the character for which the storage process has been executed to a predetermined area in the virtual space. For example, the storage control unit 14 causes the output unit 26 to output an image showing the character for which the storage process has been executed in a "ranch" (for example, to display on the display unit of the information terminal). As an example, the storage control unit 14 first outputs an image of the ball in which the character is stored being present in the ranch, and when it detects that the player has tapped the ball via the input unit 10, causes the output unit 26 to output an image of the character emerging from the ball.
[0047] (Request Setting Section 16) The request setting unit 16 sets the request content for the player of the requester. Specifically, when the deposit control unit 14 executes the deposit process, the request setting unit 16 refers to the character information storage unit 444 and causes the output unit 26 to output information regarding the growth conditions associated with the character ID. Then, the request setting unit 16 sets achieving this growth condition as the request for the player. Here, the request setting unit 16 may set achieving the growth condition within a predetermined time limit as the request. That is, first, the growth condition is, for example, a condition that needs to be achieved in order to reach the target level of the character at the time when the character is deposited. As an example, the growth condition is a predetermined amount of experience points required to reach the target level (for example, the amount of experience points required to change from level X to level Y is Z, etc. However, X < Y, and X, Y, and Z are positive integers). And the request content includes, for example, reaching the target level of the character based on the growth condition, or reaching the target level of the character within a predetermined period based on the growth condition, etc.
[0048] The request setting unit 16 may receive an instruction from the player via the input unit 10 regarding whether the player agrees to achieve the growth condition, and when receiving an instruction from the player indicating that the growth condition will be achieved, set the achievement of the growth condition as a request. The request setting unit 16 may also receive an instruction from the player to postpone the achievement of the growth condition. In this case, the request setting unit 16 sets the request with an extended deadline for achieving the growth condition. Furthermore, the request setting unit 16 may modify the request content by making the player consume a predetermined item that the player possesses a condition. For example, if the request content is to raise a character's level to a predetermined level within a predetermined number of days, the request setting unit 16 may receive an instruction from the player via the input unit 10 to consume a predetermined item, and then extend the predetermined number of days depending on the item. In this case, the request setting unit 16 erases the item ID of the item stored in the player information storage unit 442.
[0049] Furthermore, the request setting unit 16 may change at least a part of the request content in response to an instruction from the player, based on the player's level, the type of item (e.g., "fruit") possessed by the player, and the species / type of the caretaker character associated with the player, by referring to the player information storage unit 442 and the caretaker character information storage unit 450. Furthermore, the request content may be a request to increase the number of a specified character.
[0050] (Growth control unit 18) The growth control unit 18 controls the in-game growth of the character, the player, and / or the caretaker character. The growth control unit 18 controls growth primarily using the player's real-world sleep information, but also controls growth by referring to the character and / or caretaker character's actions during the daytime part. Specifically, the growth control unit 18 uses at least a portion of the sleep information, the results of the player's instructions to the character during the daytime part, the results of the caretaker character's actions during the daytime part, and / or the results of the character's actions during the daytime part to change a predetermined parameter of the character corresponding to the character ID, a predetermined parameter of the player corresponding to the player ID, and / or a predetermined parameter of the caretaker character corresponding to the caretaker character ID. In this case, the growth control unit 18 can change the parameter after the player wakes up and before the daytime part is executed. However, the growth control unit 18 may also change the parameter each time the character, etc., performs a predetermined action. An example of the predetermined parameter is experience points.
[0051] As an example, the growth control unit 18 adds experience points determined based on at least a portion of the sleep information stored in the sleep information storage unit 440 to the experience points that the character is determined to already have by being stored in the character information storage unit 444. In other words, when a character is left with the player, an experience point equal to or greater than "0 (zero)" is already associated with the character, and the growth control unit 18 adds the experience points the character has acquired to this experience point. The growth control unit 18 then updates the experience point of the character using the result of the addition. Alternatively, while the character is left with the player, the growth control unit 18 may sequentially add the experience points acquired by the character at a predetermined timing each time the character acquires experience points. The growth control unit 18 then stores the new experience points obtained by adding the experience points in the character information storage unit 444 in association with the character's character ID. The growth control unit 18 performs similar processing on the player's experience points and the experience points of the characters being cared for.
[0052] The growth control unit 18 can determine and award experience points to the character, player, and caretaker character based on at least a portion of the sleep information stored in the sleep information storage unit 440, the results of the player's instructions to the character during the daytime part, the results of the caretaker character's actions during the daytime part stored in the caretaker character information storage unit 450, and / or the results of the character's actions during the daytime part stored in the character information storage unit 444. For example, the growth control unit 18 can award a higher experience point when the player sleeps appropriately (e.g., when the player sleeps for a predetermined period of time or more or sleeps regularly for a predetermined period of time) than when the player sleeps inappropriately (e.g., when the player sleeps for less than a predetermined period of time). The growth control unit 18 can also award a higher experience point to the character and caretaker character when the character eats food appropriately during the daytime part or when the caretaker character plants fruit on the farm or feeds the character a predetermined number of times during the daytime part, respectively, than when the character and caretaker character do not perform these activities. Furthermore, if the player completes a request set by the request setting unit 16 and the request has a deadline, the growth control unit 18 can set the experience points for completing the request within the deadline to be higher than the experience points for completing the request beyond the deadline. Also, even if the player, character, and / or care character does not take any action during the daytime part, the growth control unit 18 may grant the player, character, and / or care character a minimum amount of experience points due to the player's sleep.
[0053] The growth control unit 18 may also change a predetermined parameter of the character, a predetermined parameter of the player, and / or a predetermined parameter of the caretaker character based on sleep information selected by the player before going to bed. That is, the growth control unit 18 may receive a selection of at least one piece of information from the player before going to bed via the input unit 10, including information on the player's sleep duration, wake-up time, sleep quality, and sleep location, and then change the degree of change of the predetermined parameter based on the selected piece of information. Specifically, for example, if the piece of information selected by the player satisfies a predetermined condition, the growth control unit 18 may increase or decrease the degree of change of the predetermined parameter compared to when the condition is not satisfied. For example, if the player selects a sleep duration and the player's sleep duration is equal to or longer than a predetermined duration, the growth control unit 18 may increase the degree of change of the predetermined parameter compared to when the player's sleep duration is less than the predetermined duration. As an example, the growth control unit 18 may increase the rate at which the predetermined parameter value is increased. The same applies to other sleep information.
[0054] (Growth Judgment Department 20) The growth determination unit 20 determines whether a predetermined growth condition for a character corresponding to a character ID has been achieved based on a change in a predetermined parameter. That is, the growth determination unit 20 determines whether a predetermined parameter (e.g., experience points) of the character determined by the growth control unit 18 has achieved a standard set in the growth condition. For example, if the character's growth condition is achievement of a predetermined target level, the growth determination unit 20 determines whether the experience points granted to the character by the growth control unit 18 or the level corresponding to the accumulated experience points has reached the target level. That is, after the experience points determined by the growth control unit 18 are added to the character's existing experience points, the character's level improves each time the added experience points exceed a predetermined threshold. The growth determination unit 20 compares the improved level with the target level set in the growth condition. If the improved level reaches the target level, the growth determination unit 20 determines that the growth condition has been achieved; if the target level has not been reached, the growth determination unit 20 determines that the growth condition has not yet been achieved.
[0055] (Return Control Unit 22) When the growth determination unit 20 determines that a predetermined growth condition has been met, the return control unit 22 returns the character that has met the growth condition to the requester. Specifically, the return control unit 22 cancels the association between the character ID of the character for which the growth condition has been met and the player ID. Then, the return control unit 22 causes the output unit 26 to output, for example, an image showing the character running away from the ranch to the requester. In this way, the return control unit 22 expresses the character that has met the growth condition returning from the player to the requester. In addition to canceling the association between the character ID and the player ID, the return control unit 22 may also store information indicating the number of times the character corresponding to the character ID has been deposited or information indicating that the character has been deposited in the player information storage unit 442. In this case, when the same character is deposited again by a player, the deposit control unit 14 may cause the output unit 26 to output information indicating that the character has previously been deposited by a player.
[0056] (Reward Granting Department 24) The reward granting unit 24 grants a predetermined reward to the player when the character entrusted to the player fulfills the growth condition. That is, when the request content including the growth condition is fulfilled and the return control unit 22 cancels the association of the character ID with the player ID, the reward granting unit 24 associates the predetermined reward with the player ID. Examples of the predetermined reward include virtual currency (e.g., coins) that can be used in the game, predetermined items, etc. When the reward granting unit 24 grants a reward to the player, it stores information (reward information) related to the granted reward in the player information storage unit 442. This reward may be used, for example, to acquire various items (fields, fruits, etc.) to be used in the game.
[0057] (Action Selection Section 28) The character care system 1 executes a daily processing cycle in which a day is divided into multiple parts, and each part is executed in chronological order. Here, an example in which a day is divided into two parts is described. In other words, a day is composed of a day part and an evening part. The output unit 26 can output images of various locations in the virtual space, and can output different images for the same location depending on the time of day or the day part and the evening part.
[0058] The action selection unit 28 accepts the selection of an action desired by the player in a predetermined part. Specifically, the action selection unit 28 accepts the selection of an action content that the player wishes to perform, for example, in the daytime part, via the input unit 10. Specifically, the action selection unit 28 causes the output unit 26 to output multiple options, and selects the action content of the option selected by the player from the output options as the action content to be performed by the player. Then, the action selection unit 28 supplies information regarding the action content selected by the player to the action control unit 32.
[0059] Examples of options include a farm part, a feeding part, an exploration part, and / or an automatic part. The farm part involves purchasing a field in the virtual space to grow fruit to feed the character, establishing the field in the virtual space, purchasing fruit to plant in the field, planting it in the field, and harvesting the fruit from the field. The feeding part involves providing fruit as food to characters on a ranch in the virtual space. The exploration part involves forming a party of one or more characters and having this party explore a location within the virtual space. The automatic part involves having a caretaker character perform the farm part, feeding part, and / or exploration part on the player's behalf. Note that the caretaker character may lead other characters in the exploration part. The options may also include an option to do nothing or to watch the characters.
[0060] (Character Selection Section 30) The character selection unit 30 refers to the player information storage unit 442 and selects a caretaker character owned by the player or a character to be included in the search. If one caretaker character ID is associated with the player ID, the character selection unit 30 selects the caretaker character corresponding to that caretaker character ID. On the other hand, if multiple caretaker character IDs are associated with the player ID, the character selection unit 30 selects one or more caretaker characters corresponding to one or more of the caretaker character IDs. Specifically, the character selection unit 30 causes the output unit 26 to output images or names of the caretaker characters owned by the player. Then, the character selection unit 30 accepts instructions from the player via the input unit 10 and selects the caretaker character specified by the player as the caretaker character to act in the game.
[0061] Furthermore, when the character selection unit 30 selects one or more characters in response to an instruction from the player, it references the player information storage unit 442 and the character information storage unit 444, and causes the output unit 26 to output the characters stored in the player information storage unit 442. The content to be output includes the image and name of the character, etc. Then, the character selection unit 30 selects one or more characters in response to an instruction from the player.
[0062] Note that there may be cases where a caretaker character ID is not associated with a player ID (i.e., the player does not own a caretaker character), such as at the start of a game. In such cases, the character selection unit 30 may cause the output unit 26 to output one or more predetermined characters from among the characters stored in the character information storage unit 444, and set a character selected by the player from the output characters as the caretaker character. In this case, the character selection unit 30 may limit the number of characters the player can select to one.
[0063] Furthermore, when it is necessary to select some characters from a plurality of characters in a search part or the like, the character selection unit 30 can also select some characters from a plurality of characters excluding the care character.
[0064] (Behavior Control Unit 32) The behavior control unit 32 causes a character having a character ID associated with a player ID to perform a predetermined behavior in a virtual space during one part (for example, a day part or a night part). The behavior control unit 32 causes an image showing the predetermined behavior to be output to the output unit 26. The behavior control unit 32 may also cause the character to perform a predetermined behavior during other parts other than the first part or between the first part and another part.
[0065] Specifically, the behavior control unit 32 controls the behavior of the characters in various locations within the virtual space. The behavior control unit 32 can control the behavior of the characters in accordance with the content of the behavior selected by the behavior selection unit 28. For example, when the feeding part is selected by the behavior selection unit 28 and a character is in the "ranch," the behavior control unit 32 causes the character to perform a predetermined behavior in the "ranch" (e.g., playing in the ranch, eating food, playing with other characters, etc.), and outputs an image showing the character's behavior to the output unit 26. The behavior control unit 32 can feed the character in accordance with instructions from the player received via the input unit 10.
[0066] Furthermore, when the search part is selected by the behavior selection unit 28, the behavior control unit 32 causes a predetermined number of characters selected by the character selection unit 30 from among the multiple characters to search a search location in the virtual space. In this case, the behavior control unit 32 can cause the output unit 26 to output an image showing the state of the search, cause the output unit 26 to output a state in which the predetermined number of searching characters are not in the ranch, and / or cause the output unit 26 to output information by text, audio, or the like simply indicating that a search is being performed.
[0067] (Care Character Control Unit 34) The caretaker character control unit 34 controls the actions of the caretaker character, which autonomously assists the character in performing a predetermined action on behalf of the player, and the character in performing a predetermined action on behalf of the player. In other words, the caretaker character control unit 34 causes the caretaker character to perform a predetermined action on behalf of the player.
[0068] Specifically, the caretaker character control unit 34 controls the behavior of the caretaker character in accordance with the action content selected by the action selection unit 28. For example, if the farm part is selected by the action selection unit 28 and the caretaker character is on the "farm," the caretaker character control unit 34 causes the caretaker character to perform a predetermined action on the "farm" (e.g., planting "fruit," harvesting "fruit," etc.) and outputs an image showing the action to the output unit 26. Also, if the feeding part is selected by the action selection unit 28 and the character and the caretaker character are on the "ranch," the caretaker character control unit 34 causes the character to perform a predetermined action on the "ranch" (e.g., eating food), and causes the caretaker character to perform a predetermined action on the "ranch" (e.g., feeding the character), and outputs an image showing the action to the output unit 26.
[0069] Furthermore, when the action selection unit 28 selects the exploration part, the caretaker character control unit 34 causes the caretaker character and a predetermined number of characters to search for a search location in the virtual space. In this case, the caretaker character control unit 34 can output an image showing the state of the search, output an image showing that the searching character and the predetermined number of characters are not on the farm, and / or output information indicating that a search is simply taking place using text or the like to the output unit 26. Furthermore, when the action selection unit 28 selects the automatic part, the caretaker character control unit 34 can cause the caretaker character to perform the farm part, feeding part, and / or exploration part in a predetermined order, or can cause the caretaker character to perform these parts randomly.
[0070] (Increased Item Control Unit 36) The increase item control unit 36 controls the appearance of increase items and the appearance of characters from increase items. The increase item control unit 36 can generate an increase item that can increase the number of a specified character according to predetermined conditions and grant it to the player. That is, the increase item control unit 36 generates an increase item that can increase the number of a specified character from a pair of characters (or a pair of characters to be cared for) according to predetermined appearance conditions stored in the increase item information storage unit 448, and associates the increase item ID of the increase item with the player ID. The increase item control unit 36 causes the output unit 26 to output an image of the increase item to a predetermined location in the virtual space (e.g., a ranch, etc.). Note that the appearance conditions may differ for each increase item. For example, the sleep power required for the character to appear may differ for each increase item.
[0071] Then, when the increase item control unit 36 determines that the appearance condition has been met by a predetermined value (i.e., sleep power) determined based on the sleep information acquired by the sleep information acquisition unit 12, it associates the character ID of the predetermined character associated with the increase item with the player ID. The increase item control unit 36 stores the result of this association in the player information storage unit 442. When the increase item control unit 36 determines that the appearance condition has been met, it causes the output unit 26 to output an image showing the character appearing from the increase item at a predetermined location. Next, the increase item control unit 36 sets the appeared character as a care character, either automatically or based on instructions from the player received by the input unit 10.
[0072] Specifically, the genders of characters and caretakers are preset. The increase item control unit 36 accepts instructions from the player via the input unit 10 and selects a pair of characters of different genders or a pair of caretakers of different genders. After a predetermined time has elapsed since the selection, the increase item control unit 36 causes a predetermined increase item to appear depending on the combination of the pair of characters or the pair of caretakers, or based on a predetermined probability or randomly. When a predetermined probability is used, the probability can be determined based on whether the race / type of one character and the race / type of the other character are the same, whether the level of one character and the level, experience value, etc. of the other character are within a predetermined range, etc. For example, the increase item control unit 36 may set the probability higher when the race / type of one character and the race / type of the other character are the same compared to when they are not the same. The same applies when a pair of caretakers is used.
[0073] Next, the increased item control unit 36 calculates a predetermined value (sleep power) using the sleep information of the player. For example, the sleep power is a value calculated according to the length of the player's sleeping time. As an example, the increased item control unit 36 may calculate a larger sleep power as the sleeping time is longer. However, the increased item control unit 36 may maximize the sleep power for a predetermined time and decrease the sleep power when the sleeping time exceeds the predetermined time. The increased item control unit 36 imparts the calculated sleep power to the increased item. That is, the increased item control unit 36 associates the sleep power with the increased item ID and stores the association result in the increased item information storage unit 448. If sleep power has already been associated with the increased item ID, the increased item control unit 36 adds the calculated sleep power to the already associated sleep power. The increased item control unit 36 calculates sleep power once every day (e.g., in the morning) and adds it to the sleep power associated with the increased item. Then, when the sleep power of the increased item achieves the appearance condition preset for the increased item (i.e., when the sleep power becomes equal to or greater than the power set in the appearance condition), the increased item control unit 36 makes a character appear from the increased item.
[0074] The additional item control unit 36 can also set an additional item placement area in the virtual space where an additional item is placed. For example, the additional item control unit 36 receives instructions from the player via the input unit 10 and sets up an additional item placement area in a predetermined location, such as a ranch, in the virtual space. The additional item control unit 36 then receives instructions from the player via the input unit 10, refers to the player information storage unit 442, and places additional items already owned by the player in the additional item placement area. When an additional item is placed in the additional item placement area, the additional item control unit 36 can enable the granting of sleep power to the additional item.
[0075] Furthermore, the increased item control unit 36 may change a predetermined value (sleep power) from its original value (e.g., a value calculated only from the sleep duration) based on sleep information selected by the player before going to bed. That is, the increased item control unit 36 may receive a selection of at least one piece of information from the player before going to bed via the input unit 10, including information on the player's sleep duration, wake-up time, sleep quality, and sleep location, and then change the sleep power based on the selected piece of information. For example, the increased item control unit 36 may change the sleep power when the piece of information selected by the player before going to bed satisfies a predetermined condition, and may increase or decrease the degree of this change compared to when the condition is not satisfied, depending on the content of the piece of information. For example, when the player selects a wake-up time, the increased item control unit 36 may set the sleep power to a value greater than the original sleep power calculated from the sleep duration if the player's wake-up time is at or near a predetermined time (e.g., within ±30 minutes of the selected time). The same applies to other sleep information. Moreover, in exchange for setting a value larger than the actual sleep power calculated from the sleep time, the sleep power may be set to a value smaller than the actual sleep power calculated from the quality of sleep.
[0076] The increased item control unit 36 may set multiple types of increased item placement areas. Various types of increased item placement areas can be set, such as an area that can be used regardless of the number of times it is used but has no special effect, an area that has a limit on the number of times it can be used but can increase sleep power, and an area that can be used to reduce the sleep power required for a character to appear below the sleep power required for the appearance condition. The increased item control unit 36 grants an increased item placement area to a player in exchange for using an item (e.g., virtual currency) owned by the player.
[0077] Other examples of areas where additional items can be placed include areas where sleep power changes when conditions set based on sleep time are met (for example, a condition such as sleeping for a specified length of time), areas where sleep power changes when conditions set based on wake-up time are met (for example, a condition such as waking up at a specified time), areas where sleep power changes when conditions set based on sleep quality are met (for example, a condition such as one sleep session containing a specified number of deep sleep periods), and areas where sleep power changes when conditions set based on location information of the place where the sleep was taken are met (for example, a condition such as whether the user slept at home, while out and about, or at a specified tourist spot).
[0078] Furthermore, the additional item control unit 36 can set the additional item placement area desired by the player in the virtual space from among the various additional item placement areas described above in response to a selection instruction from the player. By allowing the player to select the additional item placement area they desire, the player can select an area where their sleep power can be increased, even if, for example, the player's bedtime is delayed and their sleep time is likely to be shortened. Furthermore, if the player has an appointment that requires them to wake up earlier than usual the next day, they can select an area where their sleep power will change if they fulfill a condition set based on their wake-up time. Therefore, since the player can select an appropriate additional item placement area depending on their sleeping environment, the player can continue playing the game without straining themselves.
[0079] (Special area setting section 38) The special area setting unit 38 sets a special area in a predetermined location in the virtual space where a pair of characters or a pair of caretaking characters can be placed. The special area setting unit 38 sets the special area by receiving a player's instruction from the input unit 10. When the special area setting unit 38 sets the special area, it can output an image of the special area from the output unit 26. When the player selects a pair of characters or a pair of caretaking characters, the special area setting unit 38 controls the selected pair of characters or pair of caretaking characters to be present within the special area. For example, the special area setting unit 38 may output an image showing the selected pair of characters or pair of caretaking characters present within the special area from the output unit 26. The increase item control unit 36 then causes an increase item to appear in accordance with predetermined conditions on the morning following the day the special area is entered, based on the combination of the pair of characters or pair of caretaking characters present within the special area.
[0080] (Advertisement control unit 40) The advertising control unit 40 controls the posting of items in the virtual space that resemble advertisements inviting in-game trainers to deposit a specified character. The advertising control unit 40 receives instructions from the player via the input unit 10 before the player goes to bed, and posts advertisements in a specified location (e.g., a "nursing shop") in the virtual space, the advertisements inviting the player to deposit the character's desired race or type. The advertising control unit 40 then increases the probability that a client who possesses a character recruited through an advertisement will visit the specified location (e.g., a "nursing shop") in the virtual space where the storage control unit 14 executes the storage process. The advertising control unit 40 can also cause the output unit 26 to output the advertisement content.
[0081] (Advice notification unit 42) The advice notification unit 42 notifies the player of advice regarding the sleep required for the character and / or caretaker character to achieve a predetermined growth condition, based on the character's and / or caretaker character's various activities and growth in the virtual space during the daytime part. For example, when the growth control unit 18 grants experience points to the character and / or caretaker character each time the character and / or caretaker character performs a predetermined activity or behavior, the advice notification unit 42 compares the character's growth condition with the character's current experience points and calculates the remaining experience points to be acquired to achieve the growth condition. The advice notification unit 42 then calculates the amount of sleep required to acquire the remaining experience points using a function of the experience points granted to the character based on sleep information (e.g., sleep time) (e.g., experience points granted to the character = f(sleep time)). The advice notification unit 42 then notifies the player via the output unit 26 of the amount of sleep required to achieve the character's growth condition.
[0082] (Mixing Section 46) The synthesis unit 46 combines multiple items owned by the player to create a new item. Examples of items include items owned by the player and items discovered by the caretaker character through exploration. The synthesis unit 46 selects items to be used in synthesis by referring to the player information storage unit 442 in response to instructions from the player via the input unit 10, and creates an item corresponding to a predetermined item ID based on the combination of item IDs of the items used in synthesis. The synthesis unit 46 associates the item ID of the created item with the player ID and erases the item ID of the item used in synthesis.
[0083] <Character Storage System 1 Processing Flow> 4 to 7 show an example of the processing flow of the character storage system according to this embodiment. However, FIG. 5 shows an example of a portion of the processing flow of a modified version of the character storage system according to this embodiment. Note that the processing flow described below is merely an example, and the steps may be arranged in a different order from that described below, or some steps may be omitted, as long as no inconsistencies arise in the processing flow. The processing described below will be explained from the start of the game (when the player does not have any characters or care characters).
[0084] First, the storage control unit 14 causes the output unit 26 to output an image of the location in the virtual space where the player is storing the character and an image of a client in the game who has visited this location. The storage control unit 14 causes these images to be output, for example, upon detecting that the player has woken up. The storage control unit 14 references the client information storage unit 446 and selects the client who will visit (preferably, this selection is performed imperceptibly to the player). The storage control unit 14 then executes the storage process. That is, the storage control unit 14 executes a process of storing the character owned by the client to the player, specifically, a process of associating the character ID of the character owned by the client with the player ID (step 10 and subsequent steps are represented as "S"). For example, the storage control unit 14 executes the storage process after outputting a list of the client, the client's character, the character's growth conditions, etc. to the output unit 26. This storage process is preferably executed between the night shift and the day shift, i.e., in the morning.
[0085] Next, the request setting unit 16 refers to the character ID associated with the player ID, sets the growth condition associated with the character ID as a condition that the character with the character ID must achieve, and sets the content of achieving the condition as a request (S16). The request setting unit 16 sets the request content for each character.
[0086] Here, referring to FIG. 5, a modified example in which a player keeps a character will be described. In this modified example, the keeping control unit 14 allows the player to choose whether or not to keep the character (i.e., whether or not to accept a request from a requester) (S12). For example, the keeping control unit 14 determines whether or not to keep the character by outputting to the output unit 26 content accepting an instruction as to whether or not to accept the request (e.g., whether to accept the request, cancel acceptance of the request, or postpone it), and accepting an instruction from the player via the input unit 10. If the player selects to accept the request (Yes in S12), the keeping control unit 14 executes setting of the request content (S16).
[0087] On the other hand, if the player chooses not to accept the request (cancels accepting the request) or postpones accepting the request (No in S12), the storage control unit 14 executes a request cancellation / postponement process (S14). If the request is postponed, the storage control unit 14 associates a postponement flag with the requester whose request has been postponed, and next time (i.e., the next morning), the storage control unit 14 preferentially presents the requester associated with the postponement flag to the player. For example, when outputting a list of requesters and their characters, etc. to the output unit 26, the storage control unit 14 outputs the requester associated with the postponement flag at a higher rank. In this modified example, the player can decline a request from a requester or postpone it until the next day or later.
[0088] Here, the storage control unit 14 may postpone accepting the request by receiving an instruction to provide a predetermined item from the player via the input unit 10. In this case, the storage control unit 14 refers to the player information storage unit 442 and deletes the item ID of the item provided for the postponement. This item ID is stored in other data in the player information storage unit 442. Furthermore, the storage control unit 14 may set up a "waiting area" for the requester whose request has been postponed within the location where the character in the virtual space is kept or in a nearby area thereof, and cause the output unit 26 to output an image showing the requester in the waiting area.
[0089] Next, the processing from "S16" onwards will be explained. When the player receives a character from the client, the character can be represented as being contained in a ball-like item. After processing in the request setting unit 16 (after S16), the storage control unit 14 causes the output unit 26 to output an image showing the ball containing the character being placed in the ranch, and an image showing the ball existing in the ranch (S18). Note that the output unit 26 may output images of balls of different shapes depending on the species / type, level, etc. of the character contained in the ball.
[0090] Then, when the deposit control unit 14 detects that the player has tapped the ball via the input unit 10 (Yes in S20), it causes the output unit 26 to output an image of a character appearing from the ball (S22). On the other hand, when the player has not tapped the ball via the input unit 10 (No in S20), the deposit control unit 14 waits for an input from the player or, after a predetermined time has elapsed, causes the output unit 26 to output an image of a character automatically appearing from the ball.
[0091] Next, the character selection unit 30 accepts instructions from the player and refers to the player information storage unit 442 to select a caretaker character, and sets the caretaker character as a character that will act in the game on behalf of the player (S24). If the player does not own a caretaker character, the character selection unit 30 may refer to the character information storage unit 444 and select and set a character selected by the player via the input unit 10 from one or more predetermined characters as the caretaker character. In this case, the character selection unit 30 associates the caretaker character ID of the selected caretaker character with the player ID. In another variation of this embodiment, "S24" may be omitted, and a caretaker character need not be set.
[0092] Then, the character care system 1 executes the day part until night. First, the action selection unit 28 causes the output unit 26 to output to the player options of which of the multiple parts to execute, or whether to execute none of them (S26). The action selection unit 28 receives instructions from the player via the input unit 10 and executes the part according to the instructions. Examples of the parts include a farm part, a feeding part, and an exploration part. The start and end of the day part can be set in advance using time. Then, the action selection unit 28 may repeatedly receive instructions to select an action from the player while the day part continues.
[0093] Subsequently, after the daytime part ends, the advice notification unit 42 outputs predetermined advice from the output unit 26 (S28). Furthermore, the special area setting unit 38 sets a special area in a predetermined location (e.g., a ranch) in the virtual space in response to an instruction from the player (S30). Then, when the character selection unit 30 receives an instruction from the player via the input unit 10 and selects a pair of characters or a pair of characters to be cared for, the special area setting unit 38 places the selected pair of characters or pair of characters to be cared for in the special area.
[0094] Furthermore, in response to an instruction from the player, the advertising control unit 40 posts an advertising item for the client in a predetermined location in the virtual space (for example, a nursery) (S32). Then, the increase item control unit 36 sets an increase item placement area in the predetermined location in the virtual space (S34). If the player owns an increase item and receives an instruction from the player via the input unit 10 to place the increase item in the increase item placement area, the increase item control unit 36 places the increase item in the increase item placement area. The increase item control unit 36 can cause the output unit 26 to output an image of the increase item placement area and an image of the increase item placement area in which the increase item is placed.
[0095] Then, the character care system 1 executes the night part. That is, the sleep information acquisition unit 12 acquires the player's bedtime in the real world (S36). Furthermore, if the player wakes up in the real world, the sleep information acquisition unit 12 acquires the wake-up time (S38). The sleep information acquisition unit 12 acquires the sleeping hours as sleep information from the acquired bedtime and wake-up time (S40), and stores the acquired sleep information in the sleep information storage unit 440 in association with the player ID.
[0096] During the night part, the behavior control unit 32 may cause the output unit 26 to output an image showing the character and the character being cared for sleeping when the sleep information acquisition unit 12 acquires the bedtime. In this case, however, it is preferable that the output unit 26 stores the output image in the image storage unit 454. The output unit 26 may prohibit the output of an image showing the character sleeping during the night part and permit the output of the image during the day part.
[0097] Next, the growth control unit 18 changes predetermined parameters of the player, the character, and / or the caretaker character based on the sleep information acquired by the sleep information acquisition unit 12 (S42). The increase item control unit 36 also calculates predetermined parameter values based on the acquired sleep information (S42). For example, the growth control unit 18 determines the experience points to be granted to the player, the experience points to be granted to the character, and / or the experience points to be granted to the caretaker character based on the sleep information. The growth control unit 18 can also update the status of the character and / or the caretaker character stored in the character information storage unit 444 and / or the caretaker character information storage unit 450. For example, if the character and / or the caretaker character's status before going to bed was full, the growth control unit 18 can change it to hungry, or if it was abnormal, update it to normal. In other words, the growth control unit 18 can update the character and / or the caretaker character's status from the previous day to a different status depending on the player's sleep. In this case, the growth control unit 18 can update the state of the character and / or the character being cared for to normal or better state, excluding the full / hungry state. Furthermore, the increase item control unit 36 calculates the sleep power to be given to the increase item based on the sleep information.
[0098] The growth control unit 18 stores the details (experience points, status, etc.) determined for the character in the character information storage unit 444 in association with the character ID of the character. The growth control unit 18 also stores the details (experience points, status, etc.) determined for the taken-care character in the taken-care character information storage unit 450 in association with the taken-care character ID of the taken-care character. Furthermore, the growth control unit 18 stores the details (experience points, etc.) determined for the player in the player information storage unit 442 in association with the player ID. The increase item control unit 36 then stores the calculated sleep power in the increase item information storage unit 448 in association with the increase item ID.
[0099] Furthermore, when determining experience points, the growth control unit 18 can also determine the experience points based on the character's and the character's actions during the daytime part of the previous day, by referring to the character information storage unit 444 and the character information storage unit 450. In this case, the growth control unit 18 uses the experience points determined based on the actions and the experience points determined based on the sleep information to determine the experience points to be granted to the player, the character, and / or the character being cared for.
[0100] For example, when a character acquires experience points for "eating food" and experience points for "participating in an exploration," the growth control unit 18 can determine the sum of experience points obtained by multiplying these experience points by a predetermined coefficient determined according to the player's sleep duration and sleep quality as the experience points to be acquired by the character. As an example, if a character eats 50 points' worth of food during the daytime part and gains 50 points through exploration, and if the player's sleep quality is determined to be good, the character would normally only gain experience points equivalent to 100 points, but the growth control unit 18 can determine that the character will gain experience points equivalent to (50 + 50) × 2 = 200 points. Also, as an example, if a character eats 50 points' worth of food during the daytime part and gains 50 points through exploration, and 50 points are awarded for the player's sleep duration and 50 points for the quality of their sleep, the growth control unit 18 may simply determine the experience points to be equivalent to the sum of these values, i.e., 200 points.
[0101] The growth control unit 18 may determine a predetermined parameter (experience value) or add a value to the parameter determined above based on an instruction to use a predetermined item received from the player before going to sleep via the input unit 10. Examples of the predetermined item include an item that unconditionally doubles the experience value, an item that provides a bonus to the experience value based on the player's sleep time (e.g., an item that provides a bonus to the experience value if the player sleeps for a predetermined length of time), an item that provides a bonus to the experience value based on the wake-up time (e.g., an item that provides a bonus to the experience value if the player wakes up at a predetermined time), an item that provides a bonus to the experience value based on the quality of sleep (e.g., an item that provides a bonus to the experience value if one sleep includes a predetermined number of deep sleeps), and an item that provides a bonus based on the location information of the place where the player slept (e.g., an item that provides a bonus to the experience value if the player sleeps at home, an item that provides a bonus to the experience value if the player sleeps away from home, or an item that provides a bonus to the experience value if the player sleeps at a predetermined tourist spot). The growth control unit 18 can determine the experience points of the player, the character, and / or the character being cared for, or add to the determined experience points, based on the various items described above that it receives instructions to use from the player before going to bed.
[0102] Next, the character storage system 1 executes an increase item process, a growth process, an increase item confirmation process, and / or an advertisement process, either in response to a command from the player or automatically. Note that there is no particular rule regarding the order in which these processes are executed, and they may be executed in any order.
[0103] (Increased item processing) The increased item control unit 36 imparts the calculated sleep power to the increased item (S48). Then, the increased item control unit 36 determines whether the sleep power imparted to the increased item satisfies the appearance condition preset for the increased item (S50). If the increased item control unit 36 determines that the appearance condition is met (Yes in S50), it makes a character appear from the increased item (S52). The increased item control unit 36 associates the character ID of the appeared character with the player ID and stores it in the player information storage unit 442 (S54). On the other hand, if the increased item control unit 36 determines that the appearance condition is not met (No in S50), it maintains the increased item as it is and postpones the determination of whether the appearance condition has been met until the next day or later.
[0104] (Growth processing) After the player wakes up, the output unit 26 outputs an image of the character sleeping on a farm in the virtual space. When the player performs an action to wake up the sleeping character in the output image (for example, an action of pointing at the character or an action of tapping), the input unit 10 accepts the action, and the behavior control unit 32 wakes up the character (S56). For example, when the behavior control unit 32 accepts an action by the player to wake up a specific character via the input unit 10, it causes the output unit 26 to output an image of a series of state changes of the character from a sleeping state to an awake state. The behavior control unit 32 updates the character's state information stored in the character information storage unit 444 in association with the character ID to, for example, information indicating the character's awake state (wake-up state information).
[0105] The growth control unit 18 then reflects the previously determined changes in the predetermined parameters in the predetermined parameters of the player, the character, and / or the caretaker character (S58). That is, the growth control unit 18 imparts the experience points determined for each of the player, the character, and / or the caretaker character to each of the player, the character, and / or the caretaker character. For example, the growth control unit 18 adds the determined experience points to the experience points already associated with the character ID, and associates the result with the character ID as new experience points. Furthermore, if the state already associated with the character ID includes an abnormal state, the growth control unit 18 may update the state to a normal state. The growth control unit 18 performs the same process for the player and the caretaker character.
[0106] The growth control unit 18 may increase or decrease the experience points granted to the character and / or the caretaker character depending on the state of the character. For example, if the character is hungry, the growth control unit 18 may grant less experience points than if the character is full. Furthermore, if a caretaker character is set, the growth control unit 18 may increase the experience points acquired by the character by a predetermined percentage if the caretaker character's race / type and the character's race / type are the same, or if the two characters are the same (but have different character IDs). Furthermore, the growth control unit 18 may increase or decrease the experience points granted to the character and / or the caretaker character depending on the type and number of items owned by the player. For example, the growth control unit 18 may increase the experience points granted to the character and / or the caretaker character upon receiving an instruction from the player to use a specific item. The growth control unit 18 then erases the item ID of the item instructed to be used by the player from the player information storage unit 442.
[0107] Next, the growth determination unit 20 determines whether a deadline has been set for the growth conditions of the character being kept by the player (S60). If the growth determination unit 20 determines that a deadline has been set for the growth conditions (Yes in S60), it determines whether the growth conditions have been achieved (S61). If the growth determination unit 20 determines that the growth conditions have been achieved (Yes in S61), it determines whether the growth conditions have been achieved within the deadline (S62). If the growth determination unit 20 determines that the growth conditions have been achieved within the deadline (Yes in S62), it can increase the player's evaluation (S64). For example, the player information storage unit 442 can further store a player's evaluation value in association with the player ID, and if the growth determination unit 20 increases the player's evaluation value, it updates the evaluation value stored in the player information storage unit 442. On the other hand, if the growth determination unit 20 determines that the growth conditions have not been achieved within the deadline (No in S62), it can decrease the player's evaluation (S66). For example, when the growth determination unit 20 lowers the evaluation of the player, it decreases the evaluation value of the player and updates the evaluation value stored in the player information storage unit 442 .
[0108] After the growth determination unit 20 has finished determining the player's evaluation, the return control unit 22 returns the character whose growth condition has been met to the requester of the character (S70). That is, the return control unit 22 returns the character whose growth condition has been met to the requester. Next, the reward granting unit 24 grants a predetermined reward to the player who returned the character (S72). The reward content can be determined based on the request content of the returned character. If the growth determination unit 20 determines that the growth condition has not been met (No in S61), it does not process the character whose growth condition has not been met, and postpones the determination of whether the growth condition has been met until the next day or later. Then, the growth determination unit 20 causes the output unit 26 to output an image showing the character whose growth condition has not been met being put out to pasture on a ranch (S74).
[0109] On the other hand, if the growth determination unit 20 determines that no time limit is set for the growth condition (No in S60), it determines whether the growth condition has been achieved (S68). If the growth determination unit 20 determines that the growth condition has been achieved (Yes in S68), the return control unit 22 returns the character for which the growth condition has been achieved to the player who requested the character (S70). Then, the reward granting unit 24 grants a predetermined reward to the player who returned the character (S72). The return control unit 22 can cause the output unit 26 to output an image, such as the character to be returned running toward the requester.
[0110] On the other hand, if the growth determination unit 20 determines that the growth conditions have not been met (No in S68), it does not process the characters whose growth conditions have not been met, and postpones the determination of whether the growth conditions have been met until the next day or later.The growth determination unit 20 then causes the output unit 26 to output an image showing the characters whose growth conditions have not been met being put out to pasture in a ranch (S74).
[0111] (Increased item confirmation process) The increase item control unit 36 causes a predetermined increase item to appear at a predetermined probability or randomly, depending on the combination of the pair of characters or the pair of care characters (S76). For example, the increase item control unit 36 causes the output unit 26 to output an image indicating that an increase item is present on the farm in the virtual space. Then, in response to a player's instruction to collect the increase item received via the input unit 10 (e.g., a tap operation), the increase item control unit 36 associates the increase item ID of the appeared increase item with the player ID, thereby allowing the player to acquire the increase item (S78). Note that it is preferable that the increase item control unit 36 cause the increase item to appear only during a predetermined time in the morning.
[0112] (Advertising processing) The advertising control unit 40 causes a character corresponding to the advertisement content to appear with a predetermined probability determined according to the advertisement content (S80). For example, the advertising control unit 40 causes the output unit 26 to output an image indicating that a client who owns a character corresponding to the advertisement content has visited the "Sodateya" in the virtual space with the character. The storage control unit 14 then associates the character ID of the character with the player ID (S82). In this case, the storage control unit 14 may associate the character ID of the character of a client who visited in accordance with the advertisement content with the player ID, giving priority to the character ID of a character of a client who visited regardless of the advertisement content. Thereafter, the character storage system 1 proceeds with the processing from "S16" onwards or "S12" onwards described above.
[0113] Next, the growth control unit 18 executes the increase item process, growth process, increase item confirmation process, and advertisement process, and then causes the output unit 26 to output information regarding the player's sleep result and the player's level, which is determined according to the experience points acquired by the player (S84). For example, the growth control unit 18 causes the output unit 26 to output the player's bedtime, wake-up time, and sleep duration, as well as a level according to the sleep content. This level is, for example, a level determined according to the sleep duration. The character storage system 1 then repeats the process from "S10."
[0114] The growth control unit 18 may output the player's sleep results to the output unit 26 after the player wakes up but before determining the experience points to be granted to the player, the character, and / or the caretaker character, and may also output information to the output unit 26 requesting the player to confirm whether or not to use a recommended item determined based on the sleep results. The growth control unit 18 may then increase the experience points to be granted to the player, the character, and / or the caretaker character by using the recommended item selected by the player. That is, it is difficult for a player to improve the quality of their sleep on their own, and the wake-up time set by the player before going to bed does not necessarily coincide with the actual wake-up time. Therefore, the player cannot or find it difficult to control the content of their sleep information, except for the time they go to bed. Therefore, by allowing the growth control unit 18 to change the experience points, specifically, to use an item that can increase the experience points, after the player wakes up but before determining the experience points to be granted to the player, the character, and / or the caretaker character, the player can seamlessly incorporate the game according to this embodiment into their daily lives.
[0115] Specifically, the growth control unit 18 outputs the player's sleep results to the output unit 26 after the player wakes up. The sleep results include, for example, the wake-up time, the quality of sleep, and the duration of sleep. The growth control unit 18 calculates experience points to be granted to the player, the character, and / or the caretaker character according to the sleep results. The growth control unit 18 may output the calculated experience points to the output unit 26 as experience points before using an item. Next, according to the calculated experience points, the growth control unit 18 outputs items (recommended items) that are usable by the player (i.e., items stored in the player information storage unit 442 in association with the player ID), can be used when a predetermined condition is met, and allow the player to acquire more experience points, to the output unit 26. The growth control unit 18 accepts instructions from the player via the input unit 10 and permits the player to use the recommended items specified by the player. Then, by using the recommended item whose use has been permitted, the growth control unit 18 increases the previously calculated experience value (for example, by adding the additive experience value associated with the recommended item to the previously calculated experience value, or by multiplying the previously calculated experience value by a predetermined multiplier associated with the recommended item), and grants the increased experience value to the player, character, and / or care character. The growth control unit 18 causes the output unit 26 to output the experience value that the player, character, and / or care character gains as a result of using the recommended item.
[0116] Examples of recommended items include an item that increases a parameter when the player wakes up before a predetermined time (hereinafter referred to as an "early riser boost") and an item that increases a parameter when the player sleeps for a predetermined period of time. As an example, the early riser boost may be an item associated with an item that increases a parameter when the player wakes up before 7:00 AM. In this case, the growth control unit 18 refers to the sleep information and causes the output unit 26 to output the early riser boost as a recommended item if the player wakes up before 7:00 AM (e.g., 6:00 AM). Then, when the growth control unit 18 receives an instruction from the player via the input unit 10 to use the early riser boost, the growth control unit 18 uses the early riser boost to increase the experience points obtained by the player, the character, and / or the character being cared for. However, the growth control unit 18 refers to the sleep information and does not cause the output unit 26 to output the early riser boost as a recommended item if the player wakes up after 7:00 AM (e.g., 10:00 AM).
[0117] Furthermore, the growth control unit 18 can also accept the player's intention to use an item similar to the recommended item before going to bed. That is, the growth control unit 18 may set the use of an item (recommended item before sleep) that can increase the experience points that the player, character, and / or caretaker character can gain by achieving a predetermined condition before (preferably immediately before) the player goes to bed. Then, after the player wakes up, if the predetermined condition is met, the growth control unit 18 can use the set recommended item before sleep to change the parameters (e.g., experience points) of the player, character, and / or caretaker character, and erase the used recommended item before sleep.
[0118] Specifically, the growth control unit 18 causes the output unit 26 to output items (recommended items before sleep) that can be used by the player and that allow the player to acquire more experience points by satisfying certain conditions. The growth control unit 18 accepts instructions from the player via the input unit 10 and permits the player to use the recommended items before sleep specified by the player. After the player wakes up, the growth control unit 18 determines whether the predetermined conditions are satisfied, and if the predetermined conditions are satisfied, uses the recommended items before sleep to grant the player, the character, and / or the caretaker character more experience points than would be calculated solely from the player's sleeping time. The growth control unit 18 then cancels the association between the item ID of the used recommended items before sleep and the player ID of the player who used the recommended items before sleep.
[0119] Here, the predetermined condition for using the recommended item before sleep is, for example, a condition in which if the player wakes up at a predetermined time (e.g., 8:00 AM) the next day, the recommended item before sleep is actually used to increase the experience points of the player, character, and / or caretaker character and the recommended item before sleep is deleted; if the player fails to wake up, the experience points are not increased and the recommended item before sleep is not deleted. If the player possesses the recommended item before sleep, the growth control unit 18 can actually use the recommended item before sleep automatically or upon instruction from the player. That is, the growth control unit 18 can actually use the recommended item before sleep automatically without instruction from the player when a predetermined condition is met, or can actually use the recommended item before sleep when a predetermined condition is met after receiving an intention to use the recommended item from the player via the input unit 10 from the player before going to bed. This allows the player to obtain the same effect as using the recommended item (the effect of increasing the experience points gained by the player, character, and / or caretaker character) without having to select the recommended item during busy morning hours.
[0120] Note that both the recommended items and the pre-sleep recommended items are items that the player can use if they are in possession of the player. In other words, the recommended items and the pre-sleep recommended items are items selected by the growth control unit 18 from items corresponding to item IDs stored in the player information storage unit 442.
[0121] FIG. 8 shows an example of the processing flow of the farm part according to this embodiment, and FIG. 9 shows an example of the processing flow of the feeding part and the searching part according to this embodiment.
[0122] (Farm part) First, when the action selection unit 28 selects the farm part in response to a command from the player, the farm part begins (S100). The action control unit 32 causes the output unit 26 to output a choice to the player regarding whether or not to purchase a "field" to be placed on the farm in the virtual space (S102). Note that, in this embodiment, "purchase" may refer to a process of associating a predetermined item with the player in exchange for virtual currency or virtual items used in the game. If the player selects "purchase a field" (Yes in S102), the action control unit 32 grants the player a "field" (S104) and proceeds to the next process. That is, the action control unit 32 considers the "field" to be a type of item and associates a "field ID" that identifies the "field" with the player ID. On the other hand, if the player selects "not to purchase a field" (No in S102), the action control unit 32 proceeds to the next process. Note that the greater the number of "fields" in the virtual space, the greater the effect of being able to harvest "fruit."
[0123] Next, the behavior control unit 32 causes the output unit 26 to output to the player an option of whether or not to purchase "fruit" to plant in the "field" in the virtual space (S106). If the player selects "buy fruit" (Yes in S106), the behavior control unit 32 grants the "fruit" to the player (S108) and proceeds to the next process. That is, the behavior control unit 32 treats the "fruit" as a type of item and associates a "real-world ID" that identifies the "fruit" with the player ID. On the other hand, if the player selects "not to buy fruit" (No in S106), the behavior control unit 32 proceeds to the next process. Note that the behavior control unit 32 may provide a shop in the virtual space where items such as "fields" and "fruit" can be purchased. In this case, the behavior control unit 32 causes the output unit 26 to output information about purchasable items along with an image of the shop, and grants the player a predetermined item in response to an instruction from the player.
[0124] Next, the behavior control unit 32 causes the output unit 26 to output to the player an option of whether or not to set up a "field" in the virtual space (S110). If the player selects "set up a field" (Yes in S110), the behavior control unit 32 sets up the "field" in the virtual space (S112) and proceeds to the next process. That is, the behavior control unit 32 sets up the "field" at a predetermined position of the "farm" in the virtual space. In this case, a farm ID that identifies the farm may be set in the "farm," and the behavior control unit 32 associates the field ID with this farm ID. On the other hand, if the player selects "not to set up a field" (No in S110), the behavior control unit 32 proceeds to the next process.
[0125] Furthermore, the behavior control unit 32 causes the output unit 26 to output to the player an option of whether or not to plant "fruit" in the "field" in the virtual space (S114). If the player selects "plant fruit" (Yes in S114), the behavior control unit 32 plants the "fruit" in the "field" (S116) and proceeds to the next process. That is, the behavior control unit 32 associates the field ID with the real ID. On the other hand, if the player selects "not plant fruit" (No in S114), the behavior control unit 32 proceeds to the next process.
[0126] If the player selects "plant fruit," the behavior control unit 32 may cause the output unit 26 to output options for the player, such as "water," "fertilize," or "leave the fruit alone," and perform the task corresponding to the option selected by the player. In this case, the behavior control unit 32 may cause the output unit 26 to output an image representing each task. The behavior control unit 32 may then modify the quality of the harvested "fruit," the time until harvest, and the like, depending on the task selected by the player. However, if a caretaker character is set, the behavior control unit 32 does not output these options to the output unit 26, but instead performs the tasks automatically (i.e., causes the caretaker character to perform the tasks automatically).
[0127] The behavior control unit 32 then causes the output unit 26 to output to the player an option of whether or not to harvest the "fruit" in the "field" in the virtual space (S118). If the player selects "harvest" (Yes in S118), the behavior control unit 32 determines whether or not a predetermined time has passed since the "fruit" was planted in the "field" (S120). If the predetermined time has passed (Yes in S120), the behavior control unit 32 harvests the "fruit" (S122). That is, the behavior control unit 32 associates the real-world ID of the fruit with the player ID. However, if a caretaker character is set, the behavior control unit 32 automatically harvests the fruit.
[0128] On the other hand, if the player selects "Do not harvest" (No in S118), the behavior control unit 32 ends the process. Also, if the predetermined time has not passed (No in S120), the behavior control unit 32 locks the harvest until the predetermined time has passed (S124) with the aim of not allowing the fruit to be harvested within a predetermined period of time, and ends the process.
[0129] Note that a caretaker character may execute some or all of the above processes in the farm part on behalf of the player. In this case, the caretaker character control unit 34 executes some or all of the above processes. However, the caretaker character control unit 34 may set an upper limit on the number of "fields" that one caretaker character can handle (referred to as the "maximum number of fields to be cared for"). If there are multiple "fields," the caretaker character control unit 34 sets the number of "fields" calculated by multiplying the number of caretaker characters by the maximum number of fields to be cared for as the upper limit on the number of "fields" that a single caretaker character (or multiple caretaker characters) owned by the player can autonomously act on. Any other "fields" that exceed the upper limit can be left alone unless instructed by the player. Furthermore, when a caretaker character acts, the caretaker character control unit 34 can change the state of the caretaker character in accordance with the caretaker character's actions in the farm part. For example, the caretaker character control unit 34 can increase the caretaker character's fatigue level or hunger level.
[0130] In this embodiment, "fruit" serves as "food" for the character, and also serves to allow the character to gain experience points and change their state when they eat the "fruit." There may be multiple types of "fruit." Furthermore, the types of "fruit" that a character of one race / type can eat may be limited depending on the character's race / type. Furthermore, the amount of experience points that a character can gain may be changed depending on the type of "fruit."
[0131] (Feeding part) First, when the behavior selection unit 28 selects the feeding part in response to an instruction from the player, the feeding part begins (S200). The behavior control unit 32 checks the status of each of the one or more characters on the ranch. The behavior control unit 32 checks the status of the character by referring to the character information storage unit 444 and the status information associated with the character ID. Then, the behavior control unit 32 checks whether the character is hungry (S202). If the behavior control unit 32 determines that the character is hungry (Yes in S202), it feeds the character in response to an instruction from the player (S204).
[0132] If the player has set a caretaker character, the behavior control unit 32 feeds that character without any instructions from the player. However, the caretaker character control unit 34 may set an upper limit (referred to as the "character upper limit") on the number of characters that one caretaker character can care for. If there are multiple characters, the caretaker character control unit 34 sets the number of caretaker characters multiplied by the character upper limit as the upper limit of characters that a caretaker character can autonomously care for, and any characters exceeding this limit will not be fed or otherwise left alone unless instructed by the player. Therefore, if the player wants to care for more characters than the upper limit of characters that one caretaker character can care for, the player will need to own multiple caretaker characters.
[0133] The behavior control unit 32 sets the character's state according to the type, quantity, quality, etc. of the food given to the character (S206). That is, the behavior control unit 32 changes the character's state from a hungry state or an abnormal state to a full state or a normal state according to the type, quantity, quality, etc. of the food given to the character, associates information indicating the result of the change with the character ID, and updates the character information storage unit 444. On the other hand, if the behavior control unit 32 determines that the character's state is full (No in S202), it ends the processing and proceeds to processing from "S26" onwards.
[0134] The increase item control unit 36 may change the probability of an increase item appearing depending on the state of the character stored in the character information storage unit 444. For example, the increase item control unit 36 may decrease the probability of an increase item appearing when one or both of a pair of characters selected by the player are in the "hungry" state. On the other hand, the increase item control unit 36 may increase the probability of an increase item appearing when both of the pair of characters are in the "full" state. The output unit 26 may also output an image of the character according to the character's state. For example, the output unit 26 may refer to the character information storage unit 444 and the image storage unit 454, and output an image showing the character being hungry when the character's state is "hungry," and output an image showing the character being full when the character's state is "full."
[0135] The behavior control unit 32 then determines the expected change value of the character's parameters according to the type, quantity, quality, etc. of the food given to the character (S208). For example, a character acquires experience points as parameters by eating food. The amount of experience points acquired by a character who has eaten food changes according to the type, quantity, quality, etc. of the food. The behavior control unit 32 determines the experience points that the character is expected to acquire based on the type of food the character has eaten. The determined experience points are used by the growth control unit 18, for example, the next morning. Note that the growth control unit 18 may use the expected change value determined by the behavior control unit 32 to grant experience points to the character each time the behavior control unit 32 determines the experience points.
[0136] Here, the behavior control unit 32 counts the number of times that food has been fed for each of one or more characters. Then, the behavior control unit 32 determines whether the number of times that food has been fed for each of one or more characters has reached a predetermined number (S210). If the number of times that food has been fed for a certain character has reached the predetermined number (Yes in S210), the behavior control unit 32 prohibits feeding for that day (S212), terminates the processing, and proceeds to processing from "S26". Feeding of a character for which feeding is prohibited for that day is prohibited for both the player and the character being cared for. On the other hand, if the number of times that food has been fed for a certain character has not reached the predetermined number (No in S210), the behavior control unit 32 terminates the processing and proceeds to processing from "S26". In this case, the character can be fed until the predetermined number of times is reached.
[0137] (Exploration part) When the action selection unit 28 selects the search part in response to the player's instructions, the search part begins (S300). The action control unit 32 causes the output unit 26 to output and present one or more search destinations to the player. The action control unit 32 receives instructions from the player via the input unit 10 and determines the search destination (S302). The action control unit 32 refers to information on the search location in the search information storage unit 456 and presents the search destination. Next, the action control unit 32 refers to the player information storage unit 442 and selects characters and caretakers to participate in the search in response to the player's instructions (S304).
[0138] The character storage system 1 may also associate a search difficulty level with each of the multiple search locations. In this case, the behavior control unit 32 may prompt the player to select an appropriate caretaker character depending on the difficulty level and characteristics of the search location. For example, if the difficulty level of a search location is equal to or higher than a predetermined level, the behavior control unit 32 may set a setting such that only specific characters can participate in the search for that search location. The behavior control unit 32 may also determine the number of characters to participate in the search depending on the player's use of a predetermined item, the determined destination, the player's level, the quality of the player's sleep the previous day, etc.
[0139] Next, the behavior control unit 32 causes the party consisting of the care character selected by the player and one or more characters to go on a search (S306). After a predetermined time has elapsed, the party returns to the ranch (S308). While the party is searching, the behavior control unit 32 can erase images of the characters participating in the search and the care character from the ranch. The behavior control unit 32 may also cause the output unit 26 to output an image showing the search status of the searching party.
[0140] During the exploration, the caretaker character can bring back any items discovered during the exploration. The behavior control unit 32 associates the item ID of the item brought back by the caretaker character with the player ID, thereby making the item the player's property (S310). Here, the behavior control unit 32 may determine the item the caretaker character will discover based on the species / type, combination, etc. of the character that set out on the exploration and the caretaker character, or may determine the item the caretaker character will discover based on a predetermined probability or randomly. The item determined by the behavior control unit 32 can be determined based on treasure information stored in the exploration information storage unit 456. Then, the output unit 26 can output the "treasure" discovered by the caretaker character in response to an instruction from the player.
[0141] In addition, if the character storage system 1 associates a search difficulty level with each of multiple search locations, the probability of discovering rarer ``treasures'' may be set higher in search locations with higher difficulty levels than in search locations with lower difficulty levels.
[0142] Next, the behavior control unit 32 sets the status of the characters participating in the search and the caretaker character (S312). For example, the behavior control unit 32 can set the characters participating in the search to a hungry state, a fatigued state, or an abnormal state, and / or the caretaker character to a fatigued state or an abnormal state. When the behavior control unit 32 sets the character's status, it stores the set status in the character information storage unit 444. When the behavior control unit 32 sets the status of the caretaker character, it stores the set status in the caretaker character information storage unit 450.
[0143] The behavior control unit 32 then determines the expected change values for the character's parameters and the caretaker character's parameters based on the content of the search (S314). For example, the character and caretaker character acquire experience points as parameters based on the search time, the content of the treasure discovered during the search, etc. The behavior control unit 32 determines the experience points that the character and caretaker character are expected to acquire based on the content of the search performed by the character and caretaker character. The determined experience points are used by the growth control unit 18, for example, the next morning. The growth control unit 18 may grant experience points to the character and caretaker character each time the behavior control unit 32 determines the expected change values. The synthesis unit 46 may select and synthesize at least a portion of the discovered treasure and / or multiple treasures and / or items from the player's items in response to a command from the player, and grant the item obtained by synthesis to the player.
[0144] Furthermore, the behavior control unit 32 can determine the amount of sleep required for the character and the caretaker character to recover, depending on the set state of the character and the caretaker character. The behavior control unit 32 can also determine the fatigue level, hunger level, etc. of the character and / or the caretaker character in multiple stages, and set the determined level of fatigue, hunger, etc. as the state of the character and / or the caretaker character. For example, if the character's fatigue level is high, the behavior control unit 32 can set the amount of sleep required for the character to recover from fatigue (i.e., the amount of sleep required by the player) to be longer than if the character's fatigue level is low. The advice notification unit 42 can then cause the output unit 26 to output information regarding the amount of sleep required for the character to recover from fatigue to the player.
[0145] [Effects of the embodiment] The character storage system 1 according to this embodiment allows the in-game character and the caretaker character to grow according to the player's sleep time in the real world. In other words, in the character storage system 1, the in-game character and the caretaker character grow according to the player's sleep. The character storage system 1 can be configured so that the experience points and rewards acquired by the in-game character and the caretaker character, as well as the player himself, increase when the player gets adequate sleep. Furthermore, the character storage system 1 allows the player to acquire the caretaker character that he or she can own from additional items, which the player can essentially acquire in the morning, making mornings a fun time for the player. Therefore, the character storage system 1 allows the player to enjoy the game and naturally practice appropriate lifestyle habits as he or she continues playing the game.
[0146] Furthermore, character storage system 1 according to this embodiment introduces a third-party perspective of the client, which makes the player feel a sense of responsibility for raising the character, and because the in-game character grows in conjunction with the player's sleep in the real world, the user can feel as if the player and the in-game character are living together. In other words, character storage system 1 is executed with the real-world timeline and the in-game timeline aligned, allowing the game to seamlessly blend into the player's life in the real world.
[0147] [Character Care Program] Each of the components of the character storage system 1 according to this embodiment shown in Figures 1 to 9 can be realized by having a central processing unit (CPU) or other such processing device execute a program (i.e., a character storage program), that is, by software processing. Alternatively, the components can be realized by writing the program in advance into hardware such as an integrated circuit (IC) or other electronic component. Note that software and hardware can also be used together.
[0148] The character keeping program according to this embodiment can be pre-installed in, for example, an IC or a ROM. The character keeping program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the character keeping program can be pre-stored on a computer connected to a communication network such as the Internet, and provided by downloading it via the communication network.
[0149] The character storage program of this embodiment operates on a CPU or the like to cause the character storage program to function as the input unit 10, sleep information acquisition unit 12, storage control unit 14, request setting unit 16, growth control unit 18, growth judgment unit 20, return control unit 22, reward granting unit 24, output unit 26, action selection unit 28, character selection unit 30, action control unit 32, character to be cared for control unit 34, increased item control unit 36, special area setting unit 38, advertisement control unit 40, advice notification unit 42, information storage unit 44, and compounding unit 46 described in Figures 1 to 9.
[0150] [Other embodiments] <Character Development System 2 Overview> Fig. 10 shows an example of the functional configuration of a character development system according to another embodiment of the present invention. Also, Fig. 11 shows an example of the functional configuration of an information storage unit of a character development system according to another embodiment of the present invention.
[0151] Another embodiment of the present invention is a character development system 2 for developing in-game characters. Character development system 2 has substantially the same functions and configuration as character development system 1, except that, unlike character development system 1, a player does not take care of a character from a client, but rather owns a specific character and develops that character based on the player's sleep habits in the real world. Note that "development" refers to changing specific parameters (experience points, etc.) of a character and / or a character being cared for, thereby improving the character's level and / or the level of the character being cared for. The following mainly focuses on the differences from character development system 1, and a detailed description of other aspects will be omitted. Note that yet another embodiment of the present invention is a system that combines both character development system 1 and character development system 2. In this case, the system will have some or all of the functions and configurations of character development system 1 and character development system 2.
[0152] Character development system 2 is a system in which a player develops a predetermined character, and includes a sleep information storage unit 440, a character information storage unit 444, a possession control unit 48 that associates a character ID having a predetermined development condition with player information, a development control unit 18, and a development determination unit 20. Character development system 2 may further include a return control unit 22 that cancels the association of the character ID with the player information when the predetermined development condition is achieved.
[0153] Like character keeping system 1, character keeping system 2 can change the character appearing in the game based on the sleep details, such as the player's sleep time in the real world. Character keeping system 2 can also regulate the player's daily rhythm in the real world. Also, like character keeping system 1, character keeping system 2 can configure a day in the virtual space within the system to have a day part and a night part, and changes the in-game character in the day part and / or the night part based on the player's actions in the real world in the night part, without having to change the character in the day part based on the results of the player's actions in the real world in the day part.
[0154] Specifically, in the character development system 2, a player first owns a specific character. In this case, a specific condition (growth condition) is associated with the character owned by the player. Then, with the goal of having the character achieve this specific condition, the player himself / herself sleeps in the real world, feeds the character in the game, and encourages the character to exercise, explore, etc. in the game.
[0155] In the character development system 2, a character owned by a player changes predetermined parameters (experience points) based on the sleep the player took in the real world, the food the character ate during the daytime part of the system, the activities the character engaged in, and so on. The method of changing these predetermined parameters is the same as that of the character deposit system 1. When a character's experience points meet a predetermined condition, the character development system 2 determines that the predetermined condition associated with the character has been met. In this case, the character development system 2 may allow the player to keep the character, or may send the character on a journey (i.e., cancel the character ID associated with the player information). The character development system 2 may grant a predetermined in-game reward to the player who sent the character on a journey. On the other hand, if the character development system 2 determines that the predetermined condition has not been met even after the character has been given experience points, the character development system 2 may leave the character owned by the player and not send the character on a journey.
[0156] In character development system 2, the daytime part, nighttime part, characters to care for, and additional items are the same as in character storage system 1. In addition, in character development system 2, the virtual space within the system is also substantially the same as in character storage system 1, but in character development system 2, the place where the player stores the character from the trainer may be omitted.
[0157] [Character Development System 2 Configuration Overview] The character development system 2 is a system in which a player develops a predetermined character. The character development system 2 includes an input unit 10, a sleep information acquisition unit 12, a possession control unit 48 that controls the process of allowing the player to possess the character to be developed, a development content setting unit 50 that sets the character development content that the player must achieve, a growth control unit 18, a growth determination unit 20, a refund control unit 22 that cancels the association of the character ID with the player information when a predetermined development condition is achieved, a reward granting unit 24, and an output unit 26.
[0158] The character development system 2 also includes an action selection unit 28, a character selection unit 30, an action control unit 32, a character-to-be-looked-after control unit 34, an additional item control unit 36, a special area setting unit 38, an advertisement control unit 40, an advice notification unit 42, an information storage unit 45 that stores various information used in the system, and a compounding unit 46. The information storage unit 45 includes a sleep information storage unit 440, a player information storage unit 442, a character information storage unit 444, an additional item information storage unit 448, a character-to-be-looked-after information storage unit 450, an item information storage unit 452, an image storage unit 454, a search information storage unit 456, and an audio information storage unit 458.
[0159] (Holding control unit 48) The possession control unit 48 controls the process of allowing a player to possess a character to be developed (hereinafter referred to as the "possession process"). Specifically, when the player selects or decides to possess a predetermined character, the possession control unit 48 executes the process of allowing the player to possess the character. That is, the possession control unit 48 refers to the character information storage unit 444 and associates the character ID of a character having a predetermined growth condition with the player ID. For example, the possession control unit 48 causes the output unit 26 to output an image showing the presence of the predetermined character in a location where the player is present in the game. Then, when the input unit 10 receives an input from the player instructing that the character be possessed, the possession control unit 48 associates the character ID with the player ID. That is, the possession control unit 48 associates the character ID with the player ID by storing the character ID in the player information storage unit 442 or updating the character ID.
[0160] Furthermore, the possession control unit 48 outputs the character for which the possession process has been executed to a predetermined area in the virtual space. For example, the possession control unit 48 causes the output unit 26 to output an image showing the character for which the possession process has been executed being in a "ranch."
[0161] (Development content setting unit 50) The development content setting unit 50 sets the character development content that the player must achieve. Specifically, when the retention control unit 48 executes the retention process, the development content setting unit 50 references the character information storage unit 444 and causes the output unit 26 to output information regarding the growth conditions associated with the character ID. The development content setting unit 50 then sets the achievement of these growth conditions as the development content that the player must achieve for the character. Here, the development content setting unit 50 may set the achievement of the growth conditions within a predetermined time period as the development content. The development content may include, for example, having the character reach a target level based on the growth conditions, or having the character reach a target level within a predetermined time period based on the growth conditions.
[0162] The development content setting unit 50 may receive an instruction from the player via the input unit 10 regarding whether the player accepts achieving the growth condition, and when receiving an instruction from the player indicating that the growth condition will be achieved, set the achievement of the growth condition as the development content. The development content setting unit 50 may also receive an instruction from the player to postpone the achievement of the growth condition. In this case, the development content setting unit 50 sets the extension of the deadline for achieving the growth condition as the development content. Furthermore, the development content setting unit 50 may modify the development content on the condition that the player consumes a predetermined item. For example, if the development content requests the player to raise the character's level to a predetermined level within a predetermined number of days, the development content setting unit 50 may receive an instruction from the player via the input unit 10 to consume a predetermined item and extend the predetermined number of days depending on the item. In this case, the development content setting unit 50 erases the item ID of the item stored in the player information storage unit 442.
[0163] Furthermore, the training content setting unit 50 may refer to the player information storage unit 442 and the caretaker character information storage unit 450, and change at least a part of the training content in response to instructions from the player, depending on the player's level, the types of items the player possesses, and the species / type of the caretaker character associated with the player. Furthermore, the training content may be content that instructs the player to increase the number of a specified character. Furthermore, the training content may include multiple training content items, or may be training content items that are achieved in stages.
[0164] (Return Control Unit 22) When the growth determination unit 20 determines that a predetermined growth condition has been met, the return control unit 22 can cancel the association of the character that has met the growth condition with the player information. Specifically, the return control unit 22 can cancel the association of the character ID of the character that has met the growth condition with the player ID. Then, the return control unit 22 may, for example, output an image showing the character leaving the ranch to the output unit 26. Note that, in addition to canceling the association of the character ID with the player ID, the return control unit 22 may also store information indicating the number of times the character corresponding to the character ID has been raised or information indicating that the character has been raised in the player information storage unit 442. In this case, when the player acquires the same character again, the ownership control unit 48 may cause the output unit 26 to output information indicating that the character was previously raised by the player (for example, a comment such as "It's been a while").
[0165] Note that even if the growth determination unit 20 determines that a predetermined growth condition has been achieved, the return control unit 22 may not accept an instruction from the player via the input unit 10 to cancel the association of the character's character ID with the player ID. In this case, the character will continue to be developed by the player within the game. Furthermore, at the start of the game or when the character is made to be owned by the player, the possession control unit 48 may accept an instruction as to whether or not to cancel the association of the character with the player (for example, whether or not to send the character on a journey) when the growth condition for the character owned by the player has been achieved. The possession control unit 48 may accept such an instruction at any time.
[0166] <Character Development System 2 Processing Flow> The processing flow of the character development system 2 is substantially the same as the processing flow of the character storage system 1. Below, only the differences will be explained, and detailed explanations will be omitted.
[0167] First, the possession control unit 48, in place of "S10" in the character keeping system 1, executes a process in which a player possesses a predetermined character in the virtual space. For example, the possession control unit 48 causes the output unit 26 to output an image indicating that one or more predetermined characters exist in the virtual space. The possession control unit 48 causes these images to be output, for example, upon detecting that the player has woken up. The possession control unit 48 references the character information storage unit 444 and selects a character to be output (this selection is preferably performed imperceptibly to the player). Then, the possession control unit 48 executes a possession process. That is, the possession control unit 48 executes a process in which the output character is possessed by the player, specifically, a process in which the character ID of the character designated by the player via the input unit 10 is associated with the player ID. For example, the possession control unit 48 executes the possession process after causing the output unit 26 to output a list of characters and their growth conditions, etc. This possession process is preferably executed between the night part and the day part, i.e., in the morning.
[0168] Next, instead of "S16" in the character storage system 1, the development content setting unit 50 references the character ID associated with the player ID, sets the growth conditions associated with that character ID as conditions that the character with that character ID must achieve, and sets the content for achieving those conditions as the development content. If there are multiple characters, the development content setting unit 50 sets development content for each character.
[0169] Here, a modified example in which a player owns a character will be described. In this modified example, instead of "S12" in the character storage system 1, the ownership control unit 48 allows the player to select whether or not to own a character. For example, the ownership control unit 48 outputs to the output unit 26 content accepting an instruction as to whether or not to own a character (for example, whether to own, cancel ownership, or postpone), and decides whether or not to own a character by accepting an instruction from the player via the input unit 10. If the player chooses to own a character, the ownership control unit 48 executes the setting of the character development content.
[0170] On the other hand, if the player chooses not to own the character (to cancel ownership) or to postpone ownership, the possession control unit 48 executes possession cancellation / postponement processing. If possession is postponed, the possession control unit 48 may associate a postponement flag with the character whose possession has been postponed, and next time (i.e., the next morning), present the character associated with the postponement flag to the player preferentially.
[0171] Here, the possession control unit 48 may postpone possession by receiving an instruction to use a specified item from the player via the input unit 10. In this case, the possession control unit 48 refers to the player information storage unit 442 and deletes the item ID of the item specified for postponement. Furthermore, the possession control unit 48 may set up a "waiting place" for the character whose possession has been postponed within the location in the virtual space where the character is possessed, or in a nearby area thereof, and cause the output unit 26 to output an image showing the character in the waiting place.
[0172] Next, when the player acquires the character, the character can be represented as being contained in a ball-like item. After processing in the development content setting unit 50, the possession control unit 48 causes the output unit 26 to output an image showing the ball containing the character being placed in the ranch, and an image showing the ball existing in the ranch.
[0173] Then, when the retention control unit 48 detects that the player has tapped the ball via the input unit 10, it causes the output unit 26 to output an image of a character appearing from the ball. On the other hand, when the player does not tap the ball via the input unit 10, the retention control unit 48 waits for an input from the player or, after a predetermined time has elapsed, causes the output unit 26 to output an image of a character automatically appearing from the ball.
[0174] Subsequent processing (processing from "S24" onwards in the character storage system 1, i.e., additional item processing, growth processing, additional item confirmation processing, advertising processing, farm part, feeding part, exploration part, etc.) is the same as in the character storage system 1, so it will be omitted.
[0175] However, it differs from the character storage system 1 in that the growth determination unit 20 executes the growth process for characters owned by the player in the growth process, that the character whose growth conditions have been met can simply be dissolved rather than being returned to the character's client, that an image can be output of a character whose relationship with the player has been dissolved setting off from a "ranch" or the like, that the advertising control unit 40 posts advertising items for a specified character in a specified location in the virtual space in response to instructions from the player, that the advertising control unit 40 posts advertising items containing content that a specified character likes, and that the advertising control unit 40 causes the output unit 26 to output an image of a character corresponding to the advertising content in a specified area in the virtual space.
[0176] [Character Development Program] Each of the components of the character development system 2 according to another embodiment shown in Figures 10 and 11 can be realized by causing a processor such as a CPU to execute a program (i.e., a character development program), that is, by software processing. Alternatively, the components can be realized by writing the program in advance into hardware such as an IC or other electronic component. Note that software and hardware can also be used together.
[0177] The character development program according to other embodiments can be pre-installed in, for example, an IC or a ROM. The character development program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the character development program can be pre-stored on a computer connected to a communications network such as the Internet, and provided by downloading it via the communications network.
[0178] A character development program in other embodiments operates on a CPU or the like to cause the character development program to function as the input unit 10, sleep information acquisition unit 12, growth control unit 18, growth judgment unit 20, return control unit 22, reward granting unit 24, output unit 26, action selection unit 28, character selection unit 30, action control unit 32, character to be cared for control unit 34, increased item control unit 36, special area setting unit 38, advertising control unit 40, advice notification unit 42, information storage unit 45, compounding unit 46, possession control unit 48, and development content setting unit 50, which are described in Figures 10 and 11.
[0179] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied. [Explanation of symbols]
[0180] 1. Character Storage System 2. Character Development System 10 Input section 12 Sleep information acquisition section 14 Deposit Control Unit 16 Request Settings 18 Growth Control Unit 20 Growth Judgment Department 22 Return Control Department 24 Reward Division 26 Output section 28 Action Selection Section 30 Character Selection Section 32 Behavior control unit 34 Care character control unit 36 Increased Item Control Unit 38 Special Area Setting Department 40 Advertising control section 42 Advice Notification Section 44 Information storage section 45 Information storage section 46 Mixing Department 48 Holdings Control Section 50 Development Content Setting Department 440 Sleep Information Storage Unit 442 Player Information Storage Unit 444 Character information storage section 446 Client Information Storage Unit 448 Increased Item Information Storage 450 Care character information storage section 452 Item information storage section 454 Image Storage 456 Search Information Storage Unit 458 Audio information storage unit
Claims
1. A character storage system in which a player can store a specified character from a client in the game, a sleep information storage unit that stores sleep information of the player in association with player information of the player; a character information storage unit that stores growth conditions using predetermined parameters of the character in association with the character ID of the character; a storage control unit that associates the character ID having a predetermined growth condition with the player information; a growth control unit that changes the predetermined parameters of the character corresponding to the character ID using at least a part of the sleep information; a growth determination unit that determines whether or not the predetermined growth condition of the character corresponding to the character ID has been achieved based on the change in the predetermined parameter; a return control unit that cancels the association of the character ID with the player information when the predetermined growth condition is achieved; A character storage system that includes:
2. a reward granting unit that associates a predetermined reward with the player information when the return control unit cancels the association of the character ID with the player information; The character storage system according to claim 1 , further comprising:
3. The character storage system has a cycle of at least two parts that divide a day in the real world, In one part, an action control unit causes the character corresponding to the character ID associated with the player information to perform a predetermined action. Further provided with 3. The character keeping system according to claim 1, wherein the growth control unit changes the predetermined parameter based on the result of the predetermined action that the action control unit causes the character to perform.
4. a care character control unit that controls the behavior of a care character that autonomously assists the character in performing the predetermined action; The character storage system according to claim 3, further comprising:
5. an increase item control unit that generates an increase item that can increase a predetermined character according to a predetermined condition and associates an increase item ID of the increase item with the player information; Further provided with a predetermined appearance condition is associated with the increased item, the predetermined appearance condition being a condition for causing the predetermined character to appear from the increased item, the predetermined appearance condition being defined by a predetermined value determined based on the sleep information; A character storage system as described in any one of claims 1 to 4, wherein the increased item control unit associates the character ID of the specified character of the increased item with the player information when the appearance condition is achieved by the specified value determined based on the sleep information.
6. the sleep information includes at least one of information regarding the player's sleep duration, wake-up time, awakening time, sleep quality, and sleep location; 2. The character keeping system according to claim 1, wherein the growth control unit changes the degree of change in the predetermined parameter based on the at least one piece of information selected by the player before going to bed.
7. 2. The character keeping system according to claim 1, wherein the growth control unit changes the degree of change in the predetermined parameter based on a selection operation performed by the player after waking up.
8. the sleep information includes at least one of information regarding the player's sleep duration, wake-up time, awakening time, sleep quality, and sleep location; The character keeping system according to claim 5 , wherein the increased item control unit changes the predetermined value based on the at least one piece of information selected by the player before going to bed.
9. 2. The character storage system according to claim 1, wherein the increase item control unit changes the degree of change in the predetermined parameter based on a selection operation performed by the player after waking up.
10. A character storage method in which a player stores a predetermined character from a client in a game, a sleep information storage step of storing sleep information of the player in a sleep information storage unit in association with player information of the player; a character information storage step of storing growth conditions using predetermined parameters of the character in a character information storage unit in association with the character ID of the character; a deposit control step in which a deposit control unit associates the character ID having a predetermined growth condition with the player information; a growth control step in which a growth control unit changes the predetermined parameter of the character corresponding to the character ID by using at least a part of the sleep information; a growth determination step in which a growth determination unit determines whether or not the predetermined growth condition of the character corresponding to the character ID has been achieved based on a change in the predetermined parameter; a return control step in which a return control unit cancels the association of the character ID with the player information when the predetermined growth condition is achieved; A character storage method that includes:
11. A character storage program for a character storage system in which a player stores a predetermined character from a client in a game, On the computer, a sleep information storage function that stores sleep information of the player in a sleep information storage unit in association with player information of the player; a character information storage function that stores growth conditions using predetermined parameters of the character in a character information storage unit in association with the character ID of the character; a deposit control function that associates the character ID having a predetermined growth condition with the player information; a growth control function that changes the predetermined parameters of the character corresponding to the character ID using at least a part of the sleep information; a growth determination function that determines whether or not the predetermined growth condition of the character corresponding to the character ID has been achieved based on a change in the predetermined parameter; a return control function that cancels the association of the character ID with the player information when the predetermined growth condition is achieved; A character care program that makes this possible.
12. A character development system in which a player develops a predetermined character in a game, a sleep information storage unit that stores sleep information of the player in association with player information of the player; a character information storage unit that stores growth conditions using predetermined parameters of the character in association with the character ID of the character; a possession control unit that associates the character ID having a predetermined growth condition with the player information; a growth control unit that changes the predetermined parameters of the character corresponding to the character ID using at least a part of the sleep information; a growth determination unit that determines whether or not the predetermined growth condition of the character corresponding to the character ID has been achieved based on a change in the predetermined parameter; A character development system that includes:
Citation Information
Patent Citations
Apparatus, program and method of growing simulated pet, and calculating device, program and method for consumed calorie
JP2008029631A