Program and system

By presenting explanatory information about story elements based on user interaction and game attributes, the mechanism enhances user engagement in action RPG games by improving story comprehension.

JP2026022954AActive Publication Date: 2026-02-13COLOPL
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
JP2024124594
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-31
Publication Date
2026-02-13
Estimated Expiration
2044-07-31

AI Technical Summary

Technical Problem

The increasing number of elements in a story, such as characters, makes it difficult for users to understand and maintain interest in action RPG games, leading to a decrease in engagement.

Method used

A mechanism is provided to present explanatory information about story elements based on user interaction, using attributes like character attributes and game progress to enhance user engagement.

Benefits of technology

This mechanism helps users grasp the story better, increasing their interest and engagement by providing relevant and timely explanatory information.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026022954000001_ABST
    Figure 2026022954000001_ABST
Patent Text Reader

Abstract

To improve user's interest.SOLUTION: The program causes the computer to function as presentation means for presenting explanation information of a component of a story provided in content on the basis of an operation of a user. The description information changes based on the attribute information of the content.SELECTED DRAWING: Figure 6
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] Generally, by using content, a user can enjoy the development of a story provided in the content.

[0003] However, depending on the content, the number of elements of the story, such as characters, increases, making it difficult to understand the story. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 5453697 Summary of the Invention [Problem to be solved by the invention]

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a system that can increase the interest of users. [Means for solving the problem]

[0006] According to one aspect of the present invention, there is provided a program for causing a computer to function as a presentation unit that presents explanatory information of elements of a story provided in content based on a user's operation, wherein the explanatory information changes based on attribute information of the content. [Effects of the Invention]

[0007] The present invention makes it possible to increase the interest of users. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a hardware configuration of a user device. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] 10 is a flowchart showing an example of a processing procedure of a game system. [Figure 7] FIG. 10 is a diagram showing an example of a story viewing screen. [Figure 8] FIG. 10 is a diagram showing an example of an explanation information management table. [Figure 9] FIG. 10 is a diagram showing an example of an explanation screen. [Figure 10] FIG. 10 is a diagram for explaining a case where the content is an electronic book. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play games online, for example, and includes a user terminal 10 and a server device 20.

[0010] The user terminal 10 is, for example, an electronic device used by a user. In this embodiment, the user terminal 10 is assumed to be, for example, a smartphone, but the user terminal 10 may also be other electronic devices such as a tablet terminal, a personal computer, or a video game device.

[0011] The server device 20 is provided to enable users to play games using the user terminals 10, and is communicably connected to the user terminals 10 via a network 30 such as the Internet.

[0012] Although only one user terminal 10 is shown in FIG. 1, the game system 1 may include multiple user terminals used by multiple users who can play the game.

[0013] Fig. 2 shows an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.

[0014] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0015] The nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that run on the user terminal 10.

[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes various programs stored in, for example, the non-volatile memory 11. The CPU 12 may be a single processor or may be configured with multiple processors.

[0017] The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 into the main memory 13 and executed by the CPU 12, and the programs (e.g., application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.

[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).

[0019] The display 15 is a device for displaying, for example, various screens relating to the game played by the user.

[0020] The touch panel 16 is a device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on the front surface of the display 15, overlapping it.

[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations performed by the user on the screen.

[0022] Fig. 3 shows an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.

[0023] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.

[0024] The CPU 22 is a processor for controlling the operations of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be configured with multiple processors.

[0025] The various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22, and the programs (e.g., application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.

[0026] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, the user terminal 10, etc.).

[0027] The following describes the functional configuration of the game system 1 according to this embodiment. The game system 1 according to this embodiment has a function that enables users to play games by, for example, operating in cooperation with the user terminal 10 and the server device 20.

[0028] Here, an overview of the games that can be played by the user in this embodiment will be described. The game system 1 according to this embodiment provides a gameplay environment in which it is possible to play a game that has elements of an action game and an role-playing game (hereinafter referred to as an action RPG game), for example.

[0029] As an action game element of the action RPG game, the user can perform a predetermined operation on the user terminal 10 to move the user's character placed in a virtual space (for example, a game space) provided in the game play environment, and engage in a battle between the user's character and an enemy character.

[0030] Furthermore, as an element of role-playing games that action RPG games have, the user can develop the character that the user owns as the game progresses.

[0031] 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes an operation receiving unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.

[0032] 4 are functional units realized by, for example, the CPU 12 of the user terminal 10 executing the game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance on a computer-readable storage medium. The CPU 12 is an example of a computer of the user terminal 10 that executes the game program 13A according to this embodiment.

[0033] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).

[0034] The operation acceptance unit 101 accepts user operations for playing the action RPG game of this embodiment. When the user terminal 10 is a smartphone as described above, the operations accepted by the operation acceptance unit 101 include operations of touching a fingertip to the touch panel 16 of the user terminal 10 (for example, a tap operation, a long tap operation, a swipe operation, etc.).

[0035] The control unit 102 executes control to progress the action RPG game based on the operation accepted by the operation accepting unit 101.

[0036] The display processing unit 103 displays various screens for playing the action RPG game under the control of the control unit 102.

[0037] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the action RPG game, and the game data is common data among the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the action RPG game. Meanwhile, the user data is data related to the user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (for example, user data related to the user who uses the user terminal 10) includes, for example, data for managing the user's game progress, the characters owned by the user, and the items acquired by the user.

[0038] 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.

[0039] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).

[0040] 5 are functional units realized, for example, by the CPU 22 of the server device 20 executing the game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance on a computer-readable storage medium. The CPU 22 is an example of a computer of the server device 20 that executes the game program 23A according to this embodiment.

[0041] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user registered in the game system 1 (for example, a user to whom an account has been issued).

[0042] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.

[0043] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10 .

[0044] The control unit 203 executes various processes to provide a game play environment for playing an action RPG game (for example, to enable the user to play the action RPG game).

[0045] It should be noted that "provision of a game play environment" in this embodiment is realized by a game program (for example, the game program 13A executed in the user terminal 10 and the game program 23A executed in the server device 20) that runs on the game system 1. However, the game program according to this embodiment may be a part of the game programs 13A and 23A.

[0046] Furthermore, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the user terminal 10 and the server device 20. That is, the game program according to this embodiment (for example, game programs 13A and 23A) may be executed by the user terminal 10, the server device 20, or another device.

[0047] The action RPG game of this embodiment provides quests that the user can play. When a quest is started in the action RPG game, a virtual space in which the user's character is placed is displayed on the screen (e.g., display 15) of the user terminal 10, and the character moves within the virtual space and battles enemy characters based on the user's operation on the user terminal 10. In the action RPG game, the user can develop the character they own by winning the battle against such enemy characters (e.g., clearing the quest). When a quest is cleared, the user can also receive a reward or the like that is useful for progressing through the game. The reward includes, for example, an item that can be used in the action RPG game.

[0048] Furthermore, the action RPG game in this embodiment has a mechanism for providing a story prepared to enhance the interest of users playing the action RPG. The story is made up of many elements and is divided into multiple chapters. Each story divided into multiple chapters is assigned a quest. This allows users to progress through the story by clearing quests.

[0049] Such an action RPG game is expected to encourage users to continue playing the game in order to view or listen to the rest of the story. In other words, the story provided in an action RPG game is one of the important elements that encourage users to continue playing the game.

[0050] The story provided in an action RPG game may include, for example, a main story prepared in advance in the action RPG game, as well as sub-stories corresponding to events held for a limited time, etc. The elements that make up the story (hereinafter referred to as story elements) include characters, items, etc. that appear in the story.

[0051] Here, when an action RPG game is operated for a long period of time, it is conceivable that additional characters appearing in the story provided in the action RPG game will be added, and the number of such characters will increase. If the number of characters appearing in the story is large, it is conceivable that it will be difficult for the user to grasp the story. As described above, the story is an important element for the user to continue playing the action RPG game. If the user cannot grasp the story, the user's interest will decrease, and the user may give up playing the action RPG game.

[0052] Therefore, in this embodiment, a mechanism is provided that helps the user to understand the story provided in the action RPG game in order to increase the user's interest.

[0053] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the flowchart of FIG.

[0054] First, when a user wants to play a quest provided in an action RPG game, a list of quests is displayed on the display 15 provided on the user terminal 10, and the user can operate the touch panel 16 provided on the user terminal 10 to select the quest that the user wants to play from the list of quests.

[0055] When the operation acceptance unit 101 accepts the operation to select the quest, the display processing unit 103 displays a screen (hereinafter referred to as a story viewing screen) for viewing the story assigned to the quest (for example, one of the stories divided into multiple chapters) (step S1). Note that information for displaying the story assigned to the quest (hereinafter referred to as story information) is managed in game data stored in the storage unit 104, for example.

[0056] Next, the control unit 102 determines whether or not a predetermined user operation has been accepted by the operation accepting unit 101 while the story viewing screen is being displayed in step S1 (step S2). A specific example of the predetermined user operation will be described later, but the operation corresponds to, for example, an operation to instruct the presentation of explanatory information about characters appearing in the story.

[0057] If it is determined that a predetermined operation has been received (YES in step S2), the control unit 102 acquires explanatory information about a predetermined character based on the operation (step S3). Note that the explanatory information about various characters is assumed to be managed in advance in game data stored in the storage unit 104, for example.

[0058] Next, the display processing unit 103 displays the explanatory information of the character acquired in step S3 (step S4).

[0059] When the process of step S4 is executed, the process returns to step S1 and is repeated. Also, if it is determined that the predetermined operation has not been accepted (NO in step S2), the display of the story viewing screen is maintained, and the process returns to step S1 and is repeated.

[0060] According to the process shown in FIG. 6, when a user performs a predetermined operation while viewing a story, explanatory information about a predetermined character can be presented to the user.

[0061] The process shown in Fig. 6 ends when the story assigned to the quest has been viewed to the end. When the process shown in Fig. 6 ends, play of the quest begins.

[0062] 6 is assumed to be executed by, for example, the user terminal 10, but at least a part of the process shown in Fig. 6 may be executed by the server device 20 that communicates with the user terminal 10. For example, in Fig. 6, the description is given assuming that the explanatory information is acquired from game data stored in the storage unit 104, but the explanatory information may also be acquired from game data managed in the server device 20.

[0063] The process shown in Fig. 6 will be described in detail below with reference to Fig. 7. Fig. 7 shows an example of a story viewing screen displayed in step S1 shown in Fig. 6.

[0064] 7 displays an image including a first character 311 and a second character 321 who appear in the story. Here, it has been described that two characters, the first character 311 and the second character 321, are displayed, but the number of characters displayed on the story viewing screen 300 may be one or three or more. It is assumed that the character name of the first character 311 is "XXX" and the character name of the second character 321 is "YYY".

[0065] Furthermore, the story viewing screen 300 has arranged thereon an area 312 allocated to the first character 311 (hereinafter referred to as the first dialogue area) and an area 322 allocated to the second character 321 (hereinafter referred to as the second dialogue area). The first dialogue area 312 displays the dialogue of the first character 311 in text. The second dialogue area 322 displays the dialogue of the second character 321 in text. In other words, the first character 311 and the second character 321 correspond to speakers who progress the story, and a dialogue area is provided for each speaker.

[0066] In this embodiment, the lines of the first character 311 and the second character 321 are displayed sequentially in the first line area 312 and the second line area 322, so that the story progresses as if the first character 311 and the second character 321 are having a conversation.

[0067] The first dialogue area 312 and the second dialogue area 322, in which the lines of the first character 311 and the second character 321 are displayed, are also called speech bubbles or conversation windows. The lines of the first character 311 and the second character 321 in the story are included in the story information.

[0068] In addition to the first dialogue area 312 and the second dialogue area 322, a narration area 330 is arranged on the story viewing screen 300. The narration area 330 is an area assigned to, for example, a narrator, and displays text corresponding to the narration according to the story.

[0069] To understand the story, it is necessary to understand the characters that appear in the story. For this reason, the story viewing screen 300 is equipped with an interface that presents explanatory information about the characters that appear in the story to the user in response to user operations, for example.

[0070] Specifically, for example, an image called a help mark button (hereinafter referred to as the first help mark button) 312a is placed in the first dialogue area 312, and the user can perform an operation to specify the first help mark button 312a (for example, a tap operation on the first help mark button 312a).

[0071] When such a user operation is performed, explanatory information for a character identified based on the operation is presented. Specifically, explanatory information for a character whose name appears in the dialogue of the first character 311 displayed in the first dialogue area 312 is presented. In the example shown in Fig. 7, the character name "XXX" of the first character 311 and the character name "YYY" of the second character 321 appear in the dialogue of the first character 311 displayed in the first dialogue area 312. In this case, when the user performs an operation to designate the first help mark button 312a, explanatory information for one or both of the first character 311 and the second character 321 is presented.

[0072] In addition, when the user performs an operation to select the first help mark button 312a, the story viewing screen 300 may transition to a screen that allows the user to select either the first character 311 or the second character 321, and explanatory information about the selected character may be presented on that screen.

[0073] Furthermore, the explanatory information of the first character 311 may be presented, for example, by directly performing a tap operation on the character name "XXX" of the first character 311 in the lines displayed in the first line area 312. Similarly, the explanatory information of the second character 321 may be presented, for example, by directly performing a tap operation on the character name "YYY" of the second character 321 in the lines displayed in the first line area 312.

[0074] Here we have explained the first help mark button 312a located in the first dialogue area 312, but a first help mark button 322a is also located in the second dialogue area 322, and the user can perform an operation to specify the first help mark button 322a (for example, a tap operation on the first help mark button 322a).

[0075] When such a user operation is performed, explanatory information of a character is presented, for example, whose character name appears in the lines of the second character 321 displayed in the second line area 322. In the example shown in Fig. 7, the character name "ZZZ" of a character (hereinafter referred to as the third character) different from the first character 311 and the second character 321 appears in the lines of the second character 321 displayed in the second line area 322. In this case, when the user performs an operation to designate the first help mark button 322a, explanatory information of the third character is presented.

[0076] The explanatory information of the third character may be presented by, for example, directly tapping on the character name of the third character "ZZZ" in the dialogue displayed in the second dialogue area 322.

[0077] The above-described operations of designating the first help mark buttons 312a and 322a and the tap operation on the character name in the dialogue are examples of the predetermined user operations described in step S2 shown in FIG.

[0078] Here, it has been described that explanatory information is presented for a character whose name appears in the dialogue, but for example, an image of a character who is not the speaker may be displayed on the screen, and explanatory information for that character may be presented when the image appears (for example, after the image appears or at the same time). In other words, if a character's name simply appears in the dialogue but an image corresponding to the character name is not displayed, explanatory information for the character may not be presented. Furthermore, for example, characters that appear in collaboration with other companies or characters that are appearing for the first time may be excluded from the presentation of explanatory information. Furthermore, explanatory information for a character who is speaking may not be presented, and explanatory information for a character quoted by the speaker may be presented.

[0079] Furthermore, for example, when an operation to designate the first help mark button 312a is performed, explanatory information of the first character 311 to which the first dialogue area 312 in which the first help mark button 312a is located is assigned may be presented, and when an operation to designate the first help mark button 322a is performed, explanatory information of the second character 321 to which the second dialogue area 322 in which the first help mark button 322a is located may be presented.

[0080] 7, a first help mark button may also be arranged in the narration area 330. For example, when an operation to designate the first help mark button arranged in the narration area 330 is performed, explanatory information about the character whose name appears in the narration displayed in the narration area 330 may be presented.

[0081] 7, the first help mark buttons 312a and 322a are arranged in the first dialogue area 312 and the second dialogue area 322, but the first help mark buttons 312a and 322a do not need to be displayed all the time and may be arranged only when a predetermined condition is met. In this case, the predetermined condition may be, for example, that the character name appears for the first time in the dialogue of the first character 311 and the second character 321 in the story displayed on the story viewing screen 300 (for example, one of the stories divided into multiple chapters).

[0082] Specifically, for example, when the character name of the first character 311 appears for the first time in the dialogue displayed in the first dialogue area 312 while viewing a story assigned to a quest selected by the user, the first help mark button 312a is placed in the first dialogue area 312. However, if the character name of the first character 311 appears again in the dialogue displayed in the first dialogue area 312 as the story progresses, the first help mark button 312a is not placed in the first dialogue area 312.

[0083] Also, for example, if the character name of the first character 311 appears for the first time in the lines displayed in the first line area 312, and then the character name of the second character 321 appears for the first time in the lines displayed in the first line area 312, a first help mark button 312a is placed in the first line area 312.

[0084] Furthermore, for example, if the character name of the first character 311 appears for the first time in the dialogue displayed in the first dialogue area 312, and then the character name of the first character 311 appears in the dialogue displayed in the second dialogue area 322, the first help mark button 322a will not be placed in the second dialogue area 322.

[0085] Note that the above-mentioned predetermined conditions may be conditions other than those described here, as long as the first help mark buttons 312a and 322a are not always displayed. For example, for a character for which explanatory information has been presented once, the first help mark buttons 312a and 322a may not be displayed until the explanatory information is updated. Note that "explanatory information is updated" may mean that explanatory information previously managed in the game data is changed, or may mean that explanatory information is changed based on attribute information of the action RPG game, as will be described later.

[0086] By configuring the first help mark buttons 312a and 322a to be arranged only when a predetermined condition is met, it is possible to prevent the story viewing screen 300 from becoming cluttered.

[0087] The first help mark buttons 312a and 322a may change when a predetermined condition is met. Specifically, when the explanatory information is updated, a character string such as "New" or a badge may be added to the first help mark buttons 312a and 322a.

[0088] Here, as described above, there are cases where the first help mark buttons 312a and 322a are not arranged, but there are also cases where the user wants to check explanatory information about the character even when the first help mark buttons 312a and 322a are not arranged. For this reason, an image (hereinafter referred to as the second help mark button) 341 with the words "character help" attached is arranged at the top of the story viewing screen 300, and the user can perform an operation to designate the second help mark button 341 (for example, a tap operation on the second help mark button 341).

[0089] When such a user operation is performed, for example, the story information is referenced to display a list of characters that have appeared in the story displayed on the story viewing screen 300 up to the point currently being viewed by the user. The user can perform an operation to select a character for which explanatory information is to be presented from this list of characters. With this configuration, as described above, explanatory information for a character can be presented at any timing even if the first help mark buttons 312a and 322a are not provided or if the character's name does not appear in the dialogue displayed in the first dialogue area 312 and the second dialogue area 322. Note that the list of characters displayed in response to the operation of specifying the second help mark button 341 may not be a list of characters that appeared in each chapter of the currently viewed story, but may be a list of all characters that appeared in the previous chapter, etc.

[0090] The operation of specifying the second help mark button 341 and the operation of selecting a character to present explanatory information from the list of characters displayed based on the operation are other examples of the user's specified operation described in step S2 shown in Figure 6.

[0091] In Figure 7, it is described that the first help mark buttons 312a and 322a and the second help mark button 341 are placed on the story viewing screen 300 to present explanatory information, but in this embodiment, for example, at least one of the first help mark buttons 312a and 322a and the second help mark button 341 may be omitted.

[0092] Although a detailed explanation will be omitted, in addition to the second help mark button 341, an image with the word "log" (hereinafter referred to as the log button) 342 and an image with the word "AUTO" (hereinafter referred to as the AUTO button) 343 are arranged at the top of the story viewing screen 300. The log button 342 corresponds to a button for displaying, for example, past lines of the first character 311 and the second character 321 in the story as a log. The AUTO button 343 corresponds to a button for automatically progressing the story displayed on the story viewing screen 300 without user operation.

[0093] As described above, when the operation of specifying the log button 342 is performed, past lines are displayed, but by specifying one of the past lines, explanatory information about the character whose character name appears in the line may be presented. Furthermore, past lines may be displayed when, for example, a swipe operation is performed on the first line area 312 or the second line area 322.

[0094] In this embodiment, explanatory information about the character can be presented as described above, but the explanatory information changes based on attribute information of the action RPG game, for example.

[0095] Attribute information of an action RPG game is information that includes, for example, the play status of the action RPG game and the settings of the action RPG game, and may be information that can serve as a basis for changing the content of the above-mentioned explanatory information.

[0096] Hereinafter, explanation information that changes based on the attribute information of the action RPG game as described above will be described with reference to Figure 8. Here, the attribute information of the action RPG game will be described as the progress of the story. The progress of the story is an example of the play status of the action RPG game described above.

[0097] FIG. 8 shows an example of an explanatory information management table that manages the explanatory information of the first character 311 whose character name is "XXX". Note that the explanatory information management table is managed as part of, for example, game data.

[0098] As shown in FIG. 8, the explanatory information management table holds the character name, progress status, and explanatory information in association with each other. In other words, it can be said that the explanatory information management table manages the explanatory information of the first character 311 that changes according to the progress status.

[0099] Here, in the explanatory information management table shown in FIG. 8, the character name "XXX", the progress status "after X1", and the explanatory information "XX1" are held in association with each other, the character name "XXX", the progress status "after X2", and the explanatory information "XX2" are held in association with each other, and the character name "XXX", the progress status "before X1", and the explanatory information "XX0" are held in association with each other.

[0100] Here, assuming that the story is divided into a plurality of chapters 1, 2, …, X1, …, X2, … (X1 < X2), in the explanatory information management table shown in FIG. 8, when the user is viewing the chapters after X1, it is shown that the explanatory information XX1 of the first character 311 (for example, the character whose character name is "XXX") is presented. Also, in the explanatory information management table shown in FIG. 8, when the user is viewing the chapters after X2, it is shown that the explanatory information XX2 of the first character 311 is presented. Further, in the explanatory information management table shown in FIG. 8, when the user is viewing a chapter before X1, it is shown that the explanatory information XX0 (for example, the default explanation) of the first character 311 is presented.

[0101] In this embodiment, by referring to such an explanatory information management table, it is possible to realize displaying different explanatory information according to the progress status of the story.

[0102] Note that while Figure 8 describes an explanatory information management table that manages explanatory information for the first character 311, it is assumed that such an explanatory information management table is prepared for all characters that appear in the story (for example, characters that may provide explanatory information).

[0103] Furthermore, in FIG. 8, the attribute information of the action RPG game is described as being the progress of the story, but the attribute information of the action RPG game may be something other than the progress of the story.

[0104] Specifically, the attribute information of an action RPG game may be, for example, the progress of the action RPG game. In this case, the explanatory information may change depending on, for example, the level of the user or a character, or a parameter such as the intimacy with the character.

[0105] Furthermore, the attribute information of the action RPG game may be, for example, the time set in the action RPG game. In this case, it is possible to present explanatory information that changes depending on the time. The time set in the action RPG game may be the time in the real world, or may be a time that applies only to the action RPG game. The time set in the action RPG game may also be a concept that encompasses date, time, season, and the like. Furthermore, the time set in the action RPG game may be the duration of an event being held in the action RPG game.

[0106] Furthermore, the attribute information of the action RPG game may be settings related to explanatory information. An example of settings related to explanatory information will be described below.

[0107] Assuming that the story is divided into a plurality of chapters 1, 2, …, X1, …, X2, … as described above, generally, it is considered that the story is often viewed in order from Chapter 1 by clearing quests in order. However, in an action RPG game, in order to enable flexible play, there may be no restriction on the order in which quests are cleared. In this case, for example, there may be a situation where Chapter X3 (X2 < X3) is viewed even though Chapter X2 has not been viewed.

[0108] In this case, according to the above-described explanation information management table, when Chapter X3 is being viewed, the explanation information XX2 of the first character 311 will be presented. However, the explanation information XX2 often includes at least matters that are revealed by viewing Chapter X2. If the explanation information XX2 is presented, there is a possibility that matters that the user still does not know will be disclosed (for example, the story development will be spoiled).

[0109] Therefore, in the present embodiment, as a setting regarding the above-described explanation information, a setting for preventing such spoilage (hereinafter referred to as spoilage lock) may be prepared.

[0110] By setting the spoilage lock to on, when Chapter X2 has not been viewed even during the viewing of Chapter X3, the explanation information XX2 is processed and displayed so as to prevent spoilage. In this case, the explanation information from which matters that are revealed by viewing Chapter X2 are deleted may be presented, or the explanation information in a state where matters that are revealed by viewing Chapter X2 in the explanation information XX2 are masked may be presented.

[0111] If chapter X1 has not been viewed in addition to chapter X2, information that would become clear by viewing chapter X1 will also not be presented. Also, if chapter X2 has not been viewed but chapter X1 has been viewed, information that would become clear by viewing chapter X1 may be presented. In other words, if spoiler lock is on, explanatory information up to the chapter that the user most recently viewed will be presented.

[0112] Although the description here is based on the assumption that the explanatory information XX2 is processed, it is also possible to configure the explanatory information management table to manage explanatory information for each pattern of the viewing status of multiple chapters. In such a configuration, explanatory information according to the user's viewing status can be obtained from the explanatory information management table and presented.

[0113] On the other hand, for example, when chapter X3 is being viewed, chapter X1 may not have been viewed but chapter X2 has been viewed. In this case, the explanatory information XX3 includes information that can be found by viewing chapter X1, but it is highly likely that the user who viewed chapter X2 already knows about that information.

[0114] Therefore, if the above-mentioned chapter X1 has not been viewed but chapter X2 has been viewed and chapter X3 is to be viewed, presenting explanatory information XX2 will not be considered a spoiler, and the explanatory information XX2 may be presented without any processing.

[0115] When the spoiler lock is off, the explanatory information XX2 corresponding to the currently viewed chapter X3 is presented regardless of whether the user has already viewed chapter X2 (for example, the user's viewing status).

[0116] Here, we have explained that the attribute information of an action RPG game used to change explanatory information includes the progress of the story, the time set in the action RPG game, and settings related to explanatory information, but the attribute information may be one of these, or a combination of these.

[0117] An example of a screen for presenting the above-mentioned explanatory information (hereinafter referred to as an explanatory screen) will be described below with reference to Fig. 9. Here, the explanation will be given assuming that explanatory information of first character 311 is presented. As shown in Fig. 9, first to third explanation areas 401 to 403 are arranged on explanation screen 400.

[0118] The first explanation area 401 is an area for presenting first explanation information. The first explanation information includes, for example, an image of the first character 311. The image of the first character 311 is useful for understanding the first character 311 from the appearance of the first character 311, and therefore can be said to be explanation information of the first character 311.

[0119] The first explanation information changes depending on, for example, the time set in the action RPG game. Specifically, if the date and time set as the time in the action RPG game falls during Christmas or if a Christmas event is being held in the action RPG game, an image of first character 311 in a Christmas costume is presented in first explanation area 401. That is, in the first explanation information, the costume of the character can be changed based on, for example, the time set in the action RPG game.

[0120] The second explanation area 402 is an area for displaying the second explanation information. The second explanation information includes, for example, text explaining the first character 311. When the spoiler lock described above is on, the second explanation information, which is the text explaining the first character 311, is processed. However, an attribute that suggests a spoiler may be set in advance for a portion of the second explanation information to be processed (for example, a portion to be deleted). This allows the second explanation information to be easily processed based on the attribute that suggests a spoiler set in the second explanation information.

[0121] The third explanation area 403 is an area for presenting third explanation information. The third explanation information includes, for example, a comment or message from the first character 311. The comment or message from the first character 311 is useful for understanding the personality of the first character 311, and therefore can be said to be explanation information for the first character 311.

[0122] The third explanation information changes depending on, for example, the time set in the action RPG game. Specifically, as described above, if the date and time set as the time in the action RPG game falls during Christmas or if a Christmas event is being held in the action RPG game, a comment or message referring to Christmas presents is presented in third explanation area 403. The third explanation information may also change depending on the intimacy level with first character 311.

[0123] Here, it has been described that the first to third explanatory information are displayed as explanatory information, but at least one of the first to third explanatory information may be omitted from the explanatory information.

[0124] Furthermore, although the spoiler lock has been described above as being applied mainly to the second explanatory information (for example, text explaining the first character 311), the spoiler lock may also be applied to the first or third explanatory information. Furthermore, when the spoiler lock is on, explanatory information is processed, and the processing of the explanatory information may be realized by using, for example, a trained model generated based on a technology known as artificial intelligence (AI).

[0125] As described above, users who play action RPG games can enjoy the development of a story provided in the action RPG game, but as the number of characters appearing in the story increases, it becomes difficult for users to follow the progress of the story, and the users' interest in the action RPG game decreases. Particularly when the story has a large number of characters (appearances), many users are unable to grasp the story and end up quitting playing the action RPG game midway.

[0126] In contrast to this, in this embodiment, explanatory information about characters appearing in a story provided in an action RPG game is presented based on the user's operation (for example, a system is provided that allows the user to become familiar with the story of the action RPG game), thereby helping the user to understand the story. Also, in this embodiment, the explanatory information changes based on the attribute information of the action RPG game, so that appropriate explanatory information can be presented to increase the user's interest.

[0127] This makes it relatively easy to follow the progress of a story, even if the story is complex, which increases the interest of users playing the action RPG game and encourages them to continue playing the action RPG game.Furthermore, it can deepen users' understanding and attachment to characters, and help them become more enthusiastic about the action RPG game.

[0128] In this embodiment, the elements of a story are assumed to be at least one or more characters that appear in the story, and the story is provided by displaying the lines of the characters in the lines area assigned to the characters, as explained above in Figure 7. However, the elements of a story are not limited to characters, and may be, for example, items that play a specific role in the story.

[0129] Furthermore, the user's operation for presenting explanatory information includes an operation of specifying a first help mark button, which is an example of a first image arranged in the dialogue area assigned to the character described above. Note that the first help mark button may be arranged in the dialogue area when a predetermined condition is satisfied. The user's operation for presenting explanatory information may also be an operation of specifying a character name that appears in the dialogue. Furthermore, the user's operation for presenting explanatory information may also be an operation of specifying a second help mark button, which is an example of a second image arranged in a position different from the dialogue area assigned to the character as described above, and selecting a predetermined character from among the characters appearing in the story.

[0130] In this embodiment, the above-mentioned configuration provides a guide that allows users to easily learn details about characters in an action RPG game while viewing the story, making it possible to prevent users from abandoning the action RPG game.

[0131] Furthermore, the attribute information of the action RPG game in this embodiment includes at least one of, for example, the progress of the story, the time set in the action RPG game, and settings related to explanatory information. For example, if the attribute information is the progress of the story, explanatory information corresponding to the progress of the story can be presented, allowing the user to more appropriately understand the story. Furthermore, if the attribute information is, for example, the time set in the action RPG game, explanatory information corresponding to, for example, the time or season in which the action RPG game is being played can be presented, further enhancing the user's interest. Furthermore, if the attribute information is a setting related to explanatory information, for example, it is possible to prevent the presentation of explanatory information from revealing information that the user does not yet know, thereby suppressing a decrease in the user's interest due to spoilers.

[0132] In this embodiment, the case of presenting explanatory information about characters and the like appearing in a story provided in an action RPG game has been described. However, the action RPG game is an example of content. Specifically, this embodiment may also be applied to other content, such as e-books. In the case where the content in this embodiment is an e-book, for example, as shown in FIG. 10 , when a user performs an operation to specify a character name "XYZ" that appears in the dialogue of a character appearing in the story provided in the e-book, explanatory information about the character whose name changes based on, for example, the attribute information of the e-book is presented. Note that the attribute information of the e-book includes, for example, the progress of the story provided in the e-book (specifically, the number of pages currently being viewed or the chapters viewed by the user, etc.).

[0133] As described above, in this embodiment, the user can easily check the details of the characters in the content while enjoying the service (for example, while viewing the story).

[0134] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.

[0135] "Addendum" Some of the features of the present invention are summarized below. "assignment" For example, the purpose is to increase the interest of the user. "Solution" (1) Computer, A presentation means for presenting explanatory information of elements of a story provided in the content based on a user's operation. It functions as The description information changes based on attribute information of the content. program. (2) The program according to (1), wherein the attribute information includes at least one of a progress status of the story, a time set in the content, and a setting related to the explanatory information. (3) The story elements include at least one character appearing in the story, The story is provided by displaying the lines of the character in the area assigned to the character. The program described in (1) or (2). (4) the user's operation includes an operation of designating a first image arranged in the area; The presenting means presents explanatory information of a character whose name appears in the dialogue displayed in the area when the first image is designated. (3) The program described above. (5) The program according to (4), wherein the first image is placed in the area when a predetermined condition is satisfied. (6) the user's operation includes an operation of specifying a character name that appears in the dialogue; The presentation means presents explanatory information of the character whose character name is specified. (3) The program described above. (7) the user's operation includes an operation of specifying a second image disposed at a position different from the area and selecting a predetermined character from at least one character appearing in the story; The presentation means presents explanatory information of the predetermined character. (3) The program described above. (8) The program according to (1) or (2), wherein the content includes a game or an e-book. The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "effect" The configuration (1) has the effect of, for example, helping the user to understand the story of the content, and increasing the user's interest. The configuration (2) has the effect of being able to present appropriate explanatory information to enhance the user's interest, for example, in accordance with at least one of the progress of the story, the time set in the content, and the settings related to the explanatory information. The configurations (3) to (7) have the effect of preventing users from losing interest in the content by providing a guide that allows users to easily learn details about characters appearing in the story, for example. The configuration (8) has the effect of increasing the user's interest in, for example, action RPG games or electronic books. [Explanation of symbols]

[0136] 1...game system, 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 101...operation reception unit, 102...control unit, 103...display processing unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.

Claims

1. Computer, A presentation means for presenting explanatory information of elements of a story provided in the content based on a user's operation. It functions as The description information changes based on attribute information of the content. program.

2. 2. The program according to claim 1, wherein the attribute information includes at least one of a progress status of the story, a time set in the content, and a setting related to the explanatory information.

3. The story elements include at least one character appearing in the story, The story is provided by displaying the lines of the character in the area assigned to the character.

3. The program according to claim 1 or 2.

4. the user's operation includes an operation of designating a first image arranged in the area; The presenting means presents explanatory information of a character whose name appears in the dialogue displayed in the area when the first image is designated. The program according to claim 3.

5. The program according to claim 4 , wherein the first image is placed in the area when a predetermined condition is satisfied.

6. the user's operation includes an operation of specifying a character name that appears in the dialogue; The presentation means presents explanatory information of the character whose character name is specified. The program according to claim 3.

7. the user's operation includes an operation of specifying a second image disposed at a position different from the area and selecting a predetermined character from at least one character appearing in the story; The presentation means presents explanatory information of the predetermined character. The program according to claim 3.

8. 3. The program according to claim 1, wherein the content includes a game or an electronic book.

9. a presentation means for presenting explanatory information of elements of a story provided in the content based on a user's operation; The description information changes based on attribute information of the content. system.

Citation Information

Patent Citations

  • Program, image generating device, and image generation system

    JP2019048004A

  • Information processing program, information processing method and information processing system

    JP2021166894A

  • Game program, method, and information processor

    JP2023123660A

  • Program and information processing device

    JP2024000924A

  • Program and information processing system

    JP7492641B1