Program, information processing method and information processing system

The system dynamically manages item and gimmick placement in virtual spaces, addressing player inconvenience by presenting conditions and penalties, enhancing game engagement and efficiency.

JP2026043091AActive Publication Date: 2026-03-12CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-28
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Conventional game technologies rearrange items in virtual spaces after a certain time, which can be inconvenient for players and lack engagement.

Method used

A system that manages item and gimmick placement in virtual spaces, determining conditions for regeneration or relocation based on user interaction and obstacles, and presents these conditions to players, including reasons for non-regeneration and potential penalties for obstructive actions.

Benefits of technology

Enhances game entertainment value by providing players with dynamic and interactive item and gimmick management, improving player engagement and efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026043091000001_ABST
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Abstract

To provide a technology that can assist a player in efficiently enjoying a game. [Solution] Game processing execution means 60 executes various processes related to the game. Input operation acceptance means 62 accepts input operations related to the game from the player. Virtual space management means 64 manages the virtual space related to the game. It manages conditions related to the placement of media in the virtual space and determines conditions for regenerating or relocating media in the virtual space when the media is played or acquired by the user. Presentation means 68 presents the conditions determined by the condition management means 66 to the user. Output control means 70 executes control to display various game images, sounds, etc. generated by the game processing execution means 60 on the output unit 16.
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Description

[Technical Field]

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

[0002] In recent years, a large amount of content, such as games, that utilize virtual spaces has been produced. As an example of such a game, Patent Document 1 proposes a technology that allows a character controlled by a player to freely explore and acquire items that exist in the virtual space (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-184960 Summary of the Invention [Problem to be solved by the invention]

[0004] Here, many conventional technologies, including the above-mentioned Patent Document 1, are provided with a function that, when a player acquires an item placed in a virtual space, rearranges the same item after a certain time has passed. However, in many conventional technologies, including the above-mentioned Patent Document 1, when an item placed in a virtual space is acquired, the item is simply rearranged after a certain time has passed, which is inconvenient for the player.

[0005] The present disclosure has been made in light of such circumstances, and provides a technology that can assist players in efficiently enjoying games.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: A computer in virtual space, a placement means for generating or placing a predetermined medium in the virtual space; a management means for managing conditions for placing the medium in the virtual space, and determining the conditions for recreating or relocating the medium in the virtual space when the medium is played or acquired by a user; a presentation means for presenting the determined conditions to the user; It is a program that functions as a

[0007] In the first aspect, the medium generated or placed by the placement means may be a game medium or a gimmick in a game related to the virtual space.

[0008] In the first aspect, the condition determined by the management means may be a time until the medium is regenerated or relocated.

[0009] Also, in the first aspect, the management means can decide not to regenerate or rearrange the medium, and if the management means decides not to regenerate or rearrange the medium, the presentation means may present to the user the reason why the medium cannot be regenerated or rearranged.

[0010] Also, in the first aspect, when the management means decides not to regenerate or rearrange the medium, the presentation means may associate the medium with a reason why the medium cannot be regenerated or rearranged and present this to the user.

[0011] Also, in the first aspect, the management means can decide not to regenerate or rearrange the medium, and when the management means decides not to regenerate or rearrange the medium, the presentation means may present to the user an image indicating that the medium will not be regenerated or rearranged.

[0012] In addition, in the first aspect, the management means can decide not to regenerate or rearrange the medium, and the presentation means may, if the regeneration or rearrangement of the medium is hindered by the actions of another user, present to the user that the regeneration or rearrangement of the medium is hindered by the actions of another user.

[0013] In addition, in the first aspect, the above-mentioned program may further function as a means for imposing a predetermined disadvantageous effect in the game on other users who are obstructing the reproduction or rearrangement of the medium when the reproduction or rearrangement of the medium is obstructed by the actions of those other users.

[0014] In addition, in the first aspect, the management means may determine the time to recreate or rearrange the medium in the virtual space based on the criterion among multiple criteria that provides the shortest time until the medium is recreated or rearranged.

[0015] In addition, in the first aspect, if there is a location in another location in the virtual space where the same medium as the medium will be reproduced or relocated sooner, the presentation means may present to the user the location where the medium will be reproduced or relocated sooner.

[0016] In the first aspect, the presenting means may present the condition determined by the managing means to the user for a predetermined time after the medium is played or acquired by the user.

[0017] In the first aspect, the presenting means may present the condition determined by the managing means to the user when a predetermined input operation is performed by the user.

[0018] A second aspect of the present disclosure is An information processing method executed by a computer in a virtual space a placement step of generating or placing a predetermined medium in the virtual space; a managing step of managing conditions for placement of the media in the virtual space and determining the conditions for recreating or relocating the media in the virtual space when the media is played or acquired by a user; a presentation step of presenting the determined conditions to the user; The information processing method includes:

[0019] A third aspect of the present disclosure is An information processing system relating to virtual space a placement means for generating or placing a predetermined medium in the virtual space; a management means for managing conditions for placing the medium in the virtual space, and determining the conditions for recreating or relocating the medium in the virtual space when the medium is played or acquired by a user; a presentation means for presenting the determined conditions to the user; It is an information processing system including:

[0020] An information processing method and an information processing system according to an embodiment of the present disclosure are also provided as an information processing method or an information processing system corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]

[0021] According to the present disclosure, it is possible to provide a technology that can enhance the entertainment value of a game and assist players in efficiently enjoying the game. [Brief explanation of the drawings]

[0022] [Figure 1] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4]FIG. 10 is a diagram illustrating an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] FIG. 6 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the examples of FIGS. 4 and 5. [Figure 7] FIG. 2 is a diagram illustrating an example of the flow of various processes executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0023] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game to which an information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applied. The game to which this system is applicable (hereinafter referred to as "this game") is, for example, a type of game known as an RPG (Role Playing Game) or an action RPG. In this game, the player can freely control the character they control in a virtual space and progress through the game by repeatedly fighting enemy characters to strengthen the character. The player then experiences various content set within the game, ultimately aiming to clear the game.

[0024] Here, an example of a characteristic function of this game will be described. (1) Placement items This system places any game content (hereinafter referred to as an "item") in a predetermined area in the virtual space of the game. The player can acquire the placed item by controlling their own character, moving the character to that area, and performing a predetermined input operation (for example, pressing the confirm button). Once an item placed in the virtual space in this way is acquired by the character, it is relocated after a certain amount of time has passed. Specifically, this system relocates the target item in the virtual space if there is no character or the like near the target item's placement location and a certain amount of time has passed in the game. (2) Gimmick The system also generates an arbitrary gimmick event (hereinafter referred to as a "gimmick") in a predetermined area of ​​the virtual space of the game. When the player controls their character and moves to that area, the target gimmick is automatically played. The system then regenerates the target gimmick if there is no character or other object near the target item's placement location and a certain amount of time has passed in the game. The gimmicks referred to here include, for example, falling stalactites, earthquakes, collapsing dams, collapsing houses, etc. The specific specifications of these gimmicks are arbitrary, but for example, in the case of gimmicks such as dams and houses, a durability value is set for each gimmick, and when the durability value reaches 0, the gimmick is played in such a way that the dam or house collapses.

[0025] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), and LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include both a "moving image" and a "still image."

[0026] The game device 1 is used by a player who wishes to use the services of this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.

[0027] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. The server 2 stores and manages various information required for the progress of the game while communicating with the game device 1, etc.

[0028] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure.

[0029] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0030] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0031] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0032] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.

[0033] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.

[0034] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.

[0035] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0036] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.

[0037] Here, the hardware configuration of the server 2 can be basically the same as the hardware configuration of the game device 1, and therefore a description thereof will be omitted.

[0038] FIG. 3 is a diagram illustrating an example of the functional configuration of the game device and the server that constitute the information processing system according to an embodiment of the present disclosure. As shown in FIG. 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation receiving means 62, a virtual space management means 64, a condition management means 66, a presentation means 68, and an output control means 70 by executing various programs, etc.

[0039] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on the input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.

[0040] The input operation receiving means 62 receives input operations related to the game from the player. The information regarding the input operation received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick on which the input operation was performed, information regarding the time when the input operation was performed, information regarding the number of times it was pressed, etc.

[0041] The virtual space management means 64 manages the virtual space related to this game. Specifically, the virtual space management means 64 is provided with an item placement means 80 and a gimmick generation means 82 . The item placement means 80 places a predetermined medium in the virtual space. Specifically, the item placement means 80 places and manages a target item in a predetermined area in the virtual space. The gimmick generation means 82 generates a predetermined medium in the virtual space. Specifically, the gimmick generation means 82 generates and manages a target gimmick in a predetermined area in the virtual space.

[0042] The condition management means 66 manages the conditions regarding the placement of media in the virtual space, and determines the conditions for regenerating or relocating media in the virtual space when the media is played or acquired by a user. Specifically, the condition management means 66 is provided with a rearrangement time determination means 90 and a regeneration time determination means 92 . The rearrangement time determination means 90 determines the time until rearrangement of the target item when the item placed by the item placement means 80 is acquired by a character. Furthermore, the rearrangement time determination means 90 determines not to rearrange the target item when an obstacle (for example, a character) that prevents the rearrangement is present near the area where the target item is to be rearranged. The regeneration time determination means 92 determines the time until the target gimmick is regenerated when a gimmick generated by the gimmick generation means 82 is reproduced. In addition, the gimmick generation means 82 determines not to regenerate the target gimmick when an obstacle (for example, a character) that prevents the regeneration exists near the area where the target gimmick is to be regenerated.

[0043] The presentation means 68 presents to the user the conditions determined by the condition management means 66. Specifically, the presentation means 68 presents to the player the time remaining until the target item is rearranged as determined by the rearrangement time determination means 90 or the time remaining until the target gimmick is regenerated as determined by the regeneration time determination means 92.

[0044] The output control means 70 executes control to display on the output unit 16 various game images, sounds, etc. generated by the game processing execution means 60 .

[0045] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.

[0046] The game information management means 120 of the server 2 manages various information and executes various processes required for the progress of the game by the game device 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request from the game device 1, and the like.

[0047] 4 to 6 are diagrams showing examples of images displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0048] In the example of FIG. 4, a character C1 to be operated by the player, an item A1 placed in the virtual space, and a cursor P1 that functions as a base point for the player's input operation are displayed. The cursor P1 can be moved to any position in the virtual space by the player's input operation, and functions as a base point for the player's input operation. In the example of Figure 4, the player can obtain the item A1 by moving the cursor P1 onto the item A1 placed in the virtual space and performing a predetermined input operation (for example, pressing the enter button).

[0049] In contrast to this, the example in Figure 5 shows a case where, after the item A1 is acquired in the example in Figure 4, the character C1 moves and a predetermined input operation is performed, thereby displaying the time until the item A1 is relocated. In this game, as described above, once an item placed in the virtual space is acquired, the target item will be relocated after a certain time has passed. Therefore, in the example of FIG. 5, when cursor P1 is moved to the planned relocation position of the target item, "Enhanced Mushroom," the time "2 minutes 35 seconds" is displayed, which indicates the time remaining until the "Enhanced Mushroom" is relocated. In this way, even after the player has acquired an item placed in the virtual space, if the player performs a predetermined input operation (for example, selecting the planned location for the item to be relocated with cursor P1), the system presents the player with the time remaining until the target item is relocated. Note that in the example of FIG. 5, the target item, "Enhanced Mushroom," has already been acquired and is in a state where it cannot be acquired (it is not visible from the player's viewpoint), and is therefore displayed with a dotted line.

[0050] On the other hand, the example of FIG. 6 shows a case where after the item A1 is acquired in the example of FIG. 4, the item is not rearranged because the character C1 remains nearby. In the example of Figure 6, unlike the example of Figure 5, character C1 is present near the location where item A1 is to be rearranged. In such a case, the system determines that an obstacle exists that prevents the item from being rearranged, and does not rearrange the item. Therefore, in the example of Fig. 6, the time remaining until the rearrangement of the target item "Enhanced Mushroom" is not displayed, and the item to be rearranged, "Enhanced Mushroom," and the reason why rearrangement cannot be performed, "Cannot respawn due to the presence of a character nearby," are associated and presented to the player. Also, although not shown in the example of Fig. 6, the system may present the player with an image in which the display method of the item to be rearranged has been changed, for example, by displaying the item picture in a lighter color, when rearrangement is not to be performed.

[0051] FIG. 7 is a diagram showing an example of the flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0052] In step S1, the input operation receiving means 62 receives an input operation instructing acquisition of an item placed in a virtual space.

[0053] In step S2, the game process executing means 60 executes a process for acquiring an item placed in the virtual space.

[0054] In step S3, the rearrangement time determination means 90 determines whether or not there is an obstacle (for example, a character) that prevents the rearrangement near the area where the target item is to be rearranged. If an obstacle that prevents rearrangement exists, the rearrangement time determination means 90 determines YES in step S3, and the process returns to the state immediately before step S3. Note that the example in Fig. 6 above shows an example of a game image that is presented to the player when, for example, YES is determined in step S3 (an obstacle that prevents rearrangement exists) in this way. On the other hand, if there is no obstacle that prevents the rearrangement, the rearrangement time determination means 90 determines NO in step S3, and the process proceeds to step S4.

[0055] In step S4, if there is no obstacle preventing the rearrangement, the rearrangement time determination means 90 determines the time until the target item is rearranged. Note that the time until the rearrangement may be arbitrarily determined by management of the present system, or may be determined in advance for each type of target item, for example.

[0056] In step S5, the presentation means 68 presents to the player the time remaining until the target item is rearranged, as determined by the rearrangement time determination means 90. This completes the various processes related to the rearrangement of items executed by the game device 1. Note that the flow of the various processes related to the regeneration of a gimmick executed by the game device 1 can be similar to the flow of the various processes shown in FIG. 7, and therefore a description thereof will be omitted here.

[0057] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.

[0058] [Other embodiments] In the above embodiment, the system has been described as automatically playing a gimmick, but this is not limited to this. The system may play a gimmick when a predetermined input operation is performed by the player. Specifically, for example, the system may play a gimmick such as causing a drum to burn when a character attacks a drum placed in a virtual space such as a factory.

[0059] In the above embodiment, the system has been described as automatically rearranging items and regenerating gimmicks, but this is not limited to this. The system may rearrange or regenerate items only when a predetermined input operation is performed by the player.

[0060] Although not described in the above embodiment, the rearrangement or regeneration performed by the present system may be performed, for example, as follows. For example, the present system may rearrange or regenerate the target item at the same position where it was originally placed or the same position where the gimmick was originally played. However, the same position here does not mean that the X, Y, and Z coordinates in the virtual space area are completely identical, and there may be some deviation in some of the coordinates.

[0061] Furthermore, in the above-described embodiment, the system was described as displaying the time until an item is rearranged or a gimmick is regenerated when the cursor is moved to the position in the virtual space where the item is to be rearranged, but this is not limited to this. The system may present various pieces of information to the player at any timing. For example, the system may present the player with the time until the item is rearranged or regenerated for a predetermined period of time from the time the item placed by the player is acquired or the time the target gimmick is played.

[0062] In the above embodiment, the system is described as displaying the time until an item is rearranged or the time until a gimmick is regenerated, but this is not limited thereto. For example, the system may rearrange an item or regenerate a gimmick using a condition other than the time until an item is rearranged or the time until a gimmick is regenerated.

[0063] In the above embodiment, the game is described as being intended to be played by one person, but this is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, rather than a solo game.

[0064] When multiple players participate in the game, for example, another player may maliciously move near an item to be relocated, thereby interfering with the relocation of the target item. If another player engages in such disruptive behavior, the system may impose adverse effects on the target player, such as excluding the player (a so-called ban), restricting game progress (for example, by not being able to participate in quests), reducing the rewards for the target player, restricting participation in the game (for example, by not being able to participate in multiplayer), or disclosing the player's name in the game community (such as on an in-game bulletin board or in player announcements).

[0065] Furthermore, although not explained in the above embodiment, the system may resume item rearrangement or gimmick regeneration in any manner when an obstacle (e.g., the presence of a character) that prevents item rearrangement or gimmick regeneration is eliminated. For example, the system may immediately rearrange items or regenerate gimmicks once the obstacle is removed. Furthermore, the system may immediately rearrange an item or regenerate a gimmick if it determines that the time until rearrangement or regeneration has elapsed when the obstacle is removed. In this case, the system may determine the time until rearrangement or regeneration and count the elapsed time (the time until rearrangement or regeneration may not be reset) even if there is an obstacle to rearrangement or regeneration (the character is in a location that prevents rearrangement or regeneration). Conversely, if there is an obstacle to relocation or regeneration, the system may not count the time elapsed until relocation or regeneration, but may determine and start counting the time from the time the obstacle is resolved until relocation or regeneration (the time until relocation or regeneration may be reset).

[0066] Furthermore, although not explained in the above embodiment, the system may rearrange the target item or regenerate the gimmick when an obstacle (for example, the presence of a character) that is preventing the rearrangement of an item or the regeneration of a gimmick disappears and the character approaches the position where the item is to be rearranged or regenerated again. If the system employs such a system, the player can easily understand that some obstacle was preventing the rearrangement or regeneration by checking the moment of the rearrangement or regeneration. On the other hand, although detailed explanation was omitted in the above embodiment, the system may rearrange or regenerate an item when an obstacle (for example, the presence of a character) that prevents the rearrangement of an item or the regeneration of a gimmick disappears and the character moves away from the position where the item is to be rearranged or the gimmick is to be regenerated. This method is considered to be practically beneficial when it is unnatural for the player to visually recognize the rearrangement or regeneration.

[0067] Furthermore, although not explained in the above embodiment, when a cause that is preventing the rearrangement of an item or the regeneration of a gimmick is identified, the system may perform processing to eliminate the cause of the obstruction (for example, by moving the position of the character that is causing the obstruction) and then perform the rearrangement or regeneration, rather than not performing the rearrangement or regeneration. In this case, the system may decide whether to perform processing to eliminate the cause of the obstruction (for example, by moving the position of the obstructing character) depending on whether the processing would be advantageous or disadvantageous to the player. Specifically, the system may forcibly perform rearrangement if, for example, an item that would be advantageous to the player is being obtained but is unintentionally obstructing rearrangement, or conversely, may not forcibly reproduce the gimmick if the player is taking an action that deliberately prevents the reproduction of a gimmick that has an adverse effect on the player.

[0068] Furthermore, although not explained in the above embodiment, the present system may or may not include the rearrangement or regeneration of enemy characters (such as so-called boss characters) or tasks (so-called quests) for which rewards are set within the game as targets for rearrangement or regeneration.

[0069] Furthermore, although only a brief explanation has been given in the above-described embodiment, when the system is performing the above-described multiplayer game, if rearrangement or regeneration is not performed due to the actions of other players, the system may present this to the player as a reason for not performing rearrangement or regeneration.

[0070] Although only briefly described in the above embodiment, when the system determines the time until rearrangement or regeneration based on multiple criteria, the system may determine the time until rearrangement or regeneration based on predetermined processing for the multiple criteria. Specifically, the system may manage the time until rearrangement based on multiple criteria, such as a rearrangement time set for each item, the cycle of time elapsed in the game (such as seasons), and the game progress (such as event completion status). When managing the time until item rearrangement based on multiple criteria, the system may, for example, determine the shortest time among the multiple criteria as the time until item rearrangement. Note that the shortest time referred to here may simply be selected as the criterion, or may be selected as the criterion that results in the shortest time from the current point in time for rearrangement or regeneration.

[0071] Furthermore, although not explained in the above embodiment, if the same item or gimmick is placed or generated multiple times within the virtual space and there is an item or gimmick that can be re-placed or re-generated earlier in another location within the virtual space, the system may present the location of that item or gimmick to the player.

[0072] Furthermore, in the above embodiment, the game has been described as having the ultimate goal of clearing the game, but this is not limited thereto. The game may be a game that does not require clearing the game.

[0073] In the above-described embodiment, the system employs the condition that no characters or the like are present near the target location as a condition for rearrangement or regeneration, but this is not limited thereto. The system may optionally employ such an additional condition, and the system may, for example, simply perform rearrangement or regeneration based on the passage of time.

[0074] Furthermore, in the above-described embodiment, the system is described as a system in which a cursor is displayed while the game is played, but this is not limited thereto. For example, the system may set the center of the game image (or a predetermined range from the center) as the base point and play the game without displaying a cursor or the like. In this case, the system may, for example, acquire various items or play gimmicks by performing an input operation so that the item or gimmick is displayed in the center of the game image.

[0075] Although not described in the above embodiment, the game may also be provided with, for example, the following mechanism. (1) For example, the game may have a mechanism in which, when an enemy character is defeated, an item is generated from the defeated enemy character. (2) This game may have a mechanism for applying the item rearrangement described in the above embodiment to the items generated by (1), for example.

[0076] Although not described in the above embodiment, the game may also be provided with, for example, the following mechanism. (1) The game may include a game medium (hereinafter referred to as a "slinger") that allows the player to obtain items from a long distance or grab (attack) enemies. (2) The game may have a mechanism that displays the name of the item displayed in the game image when aiming (pointing the slinger) to use the slinger described in (1). (3) The game may have a mechanism that allows a player to obtain the item closest to the center of the aim when using (firing) the slinger described in (1). (4) The game may have a mechanism that allows a player to use (fire) the slinger described in (1) and obtain the closest item when there are multiple items in the line of fire. (5) When multiple items exist, as in the case of (4), the game may have a mechanism for changing the way obtainable items are displayed (for example, by surrounding the items) to make it easier to see which items can be obtained by the slinger in (1). (6) The game may have a mechanism that allows an item to be obtained even if it is not within the sights of the slinger in (1) (even if it is slightly off). (7) The game may have a mechanism that allows the player to acquire the slinger (1) if there is an obstacle in the way. In this case, the name of the item that cannot be acquired due to the obstacle need not be displayed. The game may also have a mechanism that allows the player to acquire the item with the next highest acquisition priority (the item next closest to the target). (8) The game may have a mechanism that allows the player to track an item or enemy and obtain it or grab (attack) it, even if the item or enemy moves during the game, as long as it is within a certain range from the point at which the slinger in (1) is used (fired). The cursor in the above embodiment may be an example of a starting point for performing the aiming operation in the slinger (1).

[0077] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0078] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game (including so-called open world games), a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0079] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0080] Specifically, for example, in this system, multiple game devices 1 may be connected by a method such as P2P (Peer to Peer), and various processes executed by the server 2 in the above-described embodiment may be performed by other game devices 1. In other words, in this system, the server 2 is not an essential component and is not limited thereto.

[0081] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0082] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0083] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0084] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0085] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or some processing may be omitted and only some processing may be executed in parallel or individually.

[0086] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0087] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0088] To summarize the above, the information processing system to which the present disclosure is applied can take on a variety of different embodiments having the following configurations. A computer in virtual space, A placement means (for example, a virtual space management means 64) that generates or places a predetermined medium in the virtual space; a management means (e.g., a condition management means 66) for managing conditions related to the placement of the media in the virtual space and determining the conditions for recreating or relocating the media in the virtual space when the media is played or acquired by a user; a presentation means (e.g., presentation means 68) for presenting the determined conditions to the user; Any program that functions as such is sufficient.

[0089] That is, the virtual space management means 64 functions as a placement means. The condition management means 66 functions as a management means. The presentation means 68 functions as a presentation means.

[0090] This allows players to enjoy playing the game more efficiently. [Explanation of symbols]

[0091] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Virtual Space Management Methods 80 Item Placement Methods 82 Gimmick Generation Method 66 Condition control measures 90 Relocation time determination means 92 Regeneration time determination means 68 Presentation means 70 Output control means 2 Server 100 control section 120 Game information management means

Claims

1. A computer in virtual space, a placement means for generating or placing a predetermined medium in the virtual space; a management means for managing conditions for placing the medium in the virtual space, and determining the conditions for recreating or relocating the medium in the virtual space when the medium is played or acquired by a user; a presentation means for presenting the determined conditions to the user; A program that functions as a

2. the medium generated or placed by the placement means is a game medium or a gimmick in a game related to the virtual space; The program according to claim 1.

3. the condition determined by the management means is the time until the medium is regenerated or relocated; The program according to claim 1.

4. The management means can decide not to regenerate or relocate the medium; the presenting means, when the managing means determines not to regenerate or relocate the medium, presents to the user a reason why the medium cannot be regenerated or relocated. The program according to claim 1.

5. When the management unit determines not to regenerate or relocate the medium, the presentation unit associates the medium with a reason why the medium cannot be regenerated or relocated and presents the result to the user. The program according to claim 4.

6. The management means can decide not to regenerate or relocate the medium; When the management unit determines not to regenerate or relocate the medium, the presentation unit presents to the user an image indicating that the medium will not be regenerated or relocated. The program according to claim 1.

7. The management means can decide not to regenerate or relocate the medium; When the regeneration or rearrangement of the medium is hindered by the actions of another user, the presenting means presents to the user that the regeneration or rearrangement of the medium is hindered by the actions of another user. The program according to claim 1.

8. When the reproduction or rearrangement of the media is hindered by the actions of other users, the device further functions as a granting means for granting a predetermined adverse effect in the game to the other users who are hindering the reproduction or rearrangement. The program according to claim 7.

9. the management means determines the time to recreate or rearrange the medium in the virtual space based on a criterion among a plurality of criteria that determines the shortest time until the recreation or rearrangement of the medium. The program according to claim 3.

10. When there is another location in the virtual space where the same medium as the medium is reproduced or relocated sooner, the presentation means presents the location where the medium is reproduced or relocated sooner to the user. The program according to claim 1.

11. the presenting means presents the condition determined by the management means to the user for a predetermined time after the medium is played or acquired by the user. The program according to claim 1.

12. the presenting means presents the condition determined by the managing means to the user when a predetermined input operation is performed by the user. The program according to claim 1.

13. An information processing method executed by a computer in a virtual space a placement step of generating or placing a predetermined medium in the virtual space; a managing step of managing conditions for placement of the media in the virtual space and determining the conditions for recreating or relocating the media in the virtual space when the media is played or acquired by a user; a presentation step of presenting the determined conditions to the user; An information processing method including:

14. An information processing system relating to virtual space a placement means for generating or placing a predetermined medium in the virtual space; a management means for managing conditions for placing the medium in the virtual space, and determining the conditions for recreating or relocating the medium in the virtual space when the medium is played or acquired by a user; a presentation means for presenting the determined conditions to the user; An information processing system including:

Citation Information

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