Program, information processing method and information processing system

The system addresses the separation of practice and normal game environments by allowing seamless transitions and integrated practice modes within a single virtual space, improving player engagement and enjoyment.

JP2026043610AActive Publication Date: 2026-03-12CAPCOM CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-29
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Existing game environments for practice and normal play are completely separated, requiring players to move between different virtual spaces, which hinders immediate practice and prevents experiencing the operational feel difference between training and actual game environments.

Method used

A system that allows seamless transitions between game modes within a single virtual space, including a first mode for normal play, a second mode for practice with assistance, and a third mode for practicing input operations, with features like stamina preservation, item non-consumption, and auxiliary displays.

Benefits of technology

Enables players to practice efficiently and enjoy the game more by providing immediate practice opportunities and assistance within the same virtual space, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026043610000001_ABST
    Figure 2026043610000001_ABST
Patent Text Reader

Abstract

To provide a technique for helping players to enjoy games more. [Solution] Game processing execution means 60 executes various processes related to the game. Input operation reception means 62 receives input operations related to the game from the player. First management means 64 manages a first game mode that can be played when a game character is in a normal area other than a predetermined area in virtual space. Second management means 66 manages a second game mode that can be played when the character is in a predetermined area in virtual space. Third management means 68 manages a third game mode that can be played when the character is in the normal area in virtual space and a predetermined input operation is performed by the player. Output control means 70 executes control to display various game images, sounds, etc. generated by the game processing execution means 60 on an output unit 16.
Need to check novelty before this filing date? Find Prior Art

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 games, a different game environment for practice is sometimes provided. For example, Patent Document 1 discloses a technology relating to a game environment called a training mode that is different from the normal game environment (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-097870 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the prior art including the above-mentioned Patent Document 1, the game environment for practice and the normal game environment are completely separated, and it is necessary to perform an operation such as moving from a menu screen to a virtual space set up for training mode, etc. This causes problems such as players being unable to practice immediately even if they want to, and being unable to practice the difference in operational feel between the virtual space prepared for practice and the virtual space in the actual game.

[0005] The present disclosure has been made in light of such circumstances, and provides a technology that helps players enjoy games more.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: A computer that processes games related to virtual space, a first management means for managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management means for managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management means for managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; It is a program that functions as a

[0007] In addition, in the first aspect, the third management means may manage the third game mode including at least some of the settings that can be implemented in the second game mode.

[0008] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, which includes a setting to present an image that assists in operating the character.

[0009] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, which may include a setting to present an image including a history of the action performed by the character when the character performs the action.

[0010] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, which includes a setting to present an image including methods of performing multiple input operations that may be recommended for the character.

[0011] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, which includes a setting to present an image including a total value of damage that can be inflicted by actions performed by the character.

[0012] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including a setting that does not impose a predetermined negative impact on the character in battle.

[0013] In addition, in the first aspect, the negative effect may include any of the following: the character not being unable to fight, the character not receiving damage, and the character not consuming stamina.

[0014] Also, in the first aspect, the negative effect may include the character not consuming game content.

[0015] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including a setting that enables the character to perform a predetermined action or to be given a predetermined in-game effect, regardless of whether or not each of the conditions is satisfied, when a condition for the character to perform the predetermined action or a condition for the character to be given a predetermined in-game effect is set.

[0016] In addition, in the first aspect, the program may further function as a transition means that automatically transitions from the first game mode to the third game mode when the character starts combat, and automatically transitions from the third game mode to the first game mode when the character finishes combat.

[0017] A second aspect of the present disclosure is An information processing method executed by a computer that executes processing of a game related to a virtual space, a first management step of managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management step of managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management step of managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; The information processing method includes:

[0018] A third aspect of the present disclosure is An information processing system that executes processing of a game related to a virtual space, a first management means for managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management means for managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management means for managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; The information processing system includes:

[0019] 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]

[0020] According to the present disclosure, it is possible to provide a technology that helps players to enjoy games more. [Brief explanation of the drawings]

[0021] [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. 7 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 to 6. [Figure 8] FIG. 10 is a diagram illustrating state transitions related to a change in game mode in an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0022] [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.

[0023] Here, an example of a characteristic game environment (hereinafter referred to as a "game mode") in this game will be described. (1) First game mode The first game mode is a game mode set for playing the game in a normal virtual space (hereinafter referred to as "normal space") as the normal game environment. In the first game mode, unlike the game modes (particularly the second game mode) described below, assistance is kept to a minimum in battles with enemy characters, and the player generally progresses through the game solely by his or her own efforts. An example of a game image presented to the player in the first game mode will be described later with reference to FIG. 4, etc. (2) Second Game Mode In contrast, the second game mode is a game mode specialized for player practice. In the second game mode, a special game environment set up for player practice is provided by moving the character to a virtual space set up specifically for the player (hereinafter referred to as a "training space"). In this embodiment, the character's movement to the training space is performed, for example, by a normal character movement operation. Specifically, for example, the second game mode provides a special game environment as described below. (a) Decreased physical strength Stamina is one of the parameters set for each character that is related to the outcome of the game. In a normal game environment, when a character's stamina falls below a certain threshold due to a battle with an enemy character, the character is unable to perform certain actions, such as fighting (hereinafter referred to as an "incapable of fighting" state). In the second game mode, for example, such a decrease in stamina does not occur regardless of the outcome of the battle. (b) Consumable Items In this game, players can progress through the game by utilizing various game media (hereinafter referred to as "items"). In a normal game environment, it is important to progress through the game by using various items to overcome difficult situations. In the second game mode, for example, items used for practice are not consumed. (c) Various auxiliary displays In this game, the player can perform various input operations to perform various actions and techniques and gain an advantage in battles with enemy characters. Therefore, it is important for the player to memorize the input operations required to move the character according to the game situation and to accurately perform the intended input operations. In the second game mode, various auxiliary displays are displayed on the game image to allow the player to practice these input operations. (d) Conditions for activating techniques, etc. In this game, prerequisite conditions may be set for a character to perform an action or technique (for example, to perform special move A, the character's stamina must be 20% or less). In the second game mode, even when such prerequisite conditions are set, the player can freely make the character perform an action or technique by performing a predetermined input operation. (e) Other In the second game mode, various game environments may be provided to assist other players in their practice. An example of a game image presented to the player in the second game mode will be described later with reference to FIG. 5 etc. However, as mentioned above, the second game mode of this game can only be played in a virtual space set up specifically for it, and characters must move to a dedicated virtual space in order to play the second game mode. (3) Third Game Mode The third game mode is a game mode different from the second game mode that assists the player in practicing. The player can play the third game mode by performing a predetermined input operation while the character is in a normal virtual space (while playing the first game mode). In the third game mode, only a part of the game environment set in the second game mode is provided. In this embodiment, specifically, in the third game mode of the game, only auxiliary displays for the player to perform input operations are displayed from the game environment of the second game mode. An example of a game image presented to the player in the third game mode will be described later with reference to Figures 6 and 7, etc.

[0024] FIG. 1 is a diagram showing an example of the configuration of this system. 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."

[0025] 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.

[0026] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. While communicating with the game device 1, etc., the server 2 stores and manages various information required for the progress of the game.

[0027] FIG. 2 is a diagram showing an example of the hardware configuration of a game device in this system.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.

[0033] 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.

[0034] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0035] 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.

[0036] 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.

[0037] FIG. 3 is a diagram illustrating an example of the functional configuration of the game device of FIG. 2 and the server of FIG. 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 first management means 64, a second management means 66, a third management means 68, and an output control means 70 by executing various programs, etc.

[0038] 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.

[0039] 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.

[0040] The first management means 64 manages a first game mode that can be played when a game character is present in a normal area other than a predetermined area in the virtual space. That is, the first management means 64 executes various game processes required for the player to play the first game mode.

[0041] The second management means 66 manages the second game mode that can be played when the character is present in a predetermined area of ​​the virtual space. That is, the second management means 66 executes various game processes required for the player to play the second game mode.

[0042] The third management means 68 manages a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by the player. That is, the third management means 68 executes various game processes required for the player to play the third game mode. Here, the third management means 68 is provided with a setting management means 80 and an image switching means 82. The setting management means 80 receives and manages the settings of the game environment in the third game mode managed by the third management means 68 in response to input operations by the player or instructions from an administrator of the system, etc. As described above, among the game environments in the second game mode, auxiliary displays for the player to perform input operations are also set in the third game mode. The image switching means 82 executes a process of switching the game image to be presented to the player in response to an input operation by the player when there are multiple game images that can be presented to the player in the third game mode. Specifically, when multiple candidates for game images to be presented to the player are set in the first game mode to the third game mode described below with reference to Figures 4 to 7, the image switching means 82 executes a process of switching between these candidate game images in response to an input operation by the player. In other words, the image switching means 82 can change the game image to be presented to the player in each game mode in response to an input operation by the player.

[0043] 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 .

[0044] 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.

[0045] 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.

[0046] 4 to 7 are diagrams showing examples of images displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0047] First, with reference to FIGS. 4 and 5, game images in the first game mode and the second game mode will be described. FIG. 4 shows an example of a game image typically presented to a player in the first game mode of this game. Specifically, in the example of FIG. 4, a display area R1, a character C1 that is a character operated by the player, and an enemy character B1 are displayed. In the example of FIG. 4, as an example of the display area R1, the character's name (in the example of FIG. 4, "Character XX"), the character's vitality gauge (in the example of FIG. 4, about 30% remains), etc. are displayed. In the first game mode, the player can progress through the game by fighting enemy characters while referring only to the information shown in FIG. 4.

[0048] In contrast, Fig. 5 shows an example of a game image typically presented to a player in the second game mode of the game. Specifically, the example in Fig. 5 shows display areas T1 to T5, character C2, which is the character controlled by the player, and enemy character B2. The type of weapon currently equipped by the character C2 is displayed in the display area T1. In the example of Figure 5, a "long sword", one of the weapons that can be used in the game, is displayed as an example. Display area T2 displays examples of techniques (actions) that character C2 can perform in a normal state. By performing a specified input operation, the player can make character C2 perform each technique (action). Display area T3 displays an example of a combo recommended for character C2. Here, a combo is a linked or continuous technique set in the game, and is an in-game action that can have a stronger effect than a normal technique (action) by performing multiple techniques (actions) in the correct order and with the right timing. In the display area T4, an example of a history of the technique (action) currently being performed by the character C2 and a history of the technique (action) previously performed by the character C2 is displayed. In the example of Fig. 5, the history of the technique (action) previously performed is displayed in the upper part of the display area T4, and the history of the technique (action) currently being performed is displayed in the lower part of the display area T4. The display area T5 displays an example of the total value of the negative effects (damage) inflicted by the character C2 within a certain period of time, the number of hits of the techniques (actions) performed, and the like. In this way, in the second game mode, the player can enjoy playing the game while receiving various in-game assistance, allowing for efficient practice. In this embodiment, for example, the character can move to the training space by moving to a predetermined area set up adjacent to the normal space.

[0049] 6 shows an example of a typical game image when transitioning from the first game mode to the third game mode in this game. Specifically, in the example of FIG. 6, an item "Display training guide" is displayed as one of the menu items. While playing the first game mode, the player can transition from the first game mode to the third game mode by selecting this item "Display training guide" by input operation at any time.

[0050] An example of a game image typically presented to a player in the third game mode of the game is shown in Figure 7. Specifically, the example in Figure 7 shows display areas G1 and G2, character C4, which is the character controlled by the player, and enemy character B4. As in the example of FIG. 4, the display area G1 displays the character's name ("Character XX" in the example of FIG. 7), the character's stamina gauge (about 60% remaining in the example of FIG. 7), and so on. Display area G2 displays examples of techniques (actions) that character C4 can use in a normal state, similar to the example of display area T2 in Fig. 5. That is, in the third game mode shown in Fig. 7, the player can receive certain in-game assistance in progressing through the game while playing the game in a situation similar to that of the first game mode.

[0051] 8 is a diagram illustrating state transitions related to changes in game modes in an information processing system according to an embodiment of the present disclosure. In FIG. 8, each state is indicated by a symbol including an M, and a transition to each state is executed when a predetermined condition is satisfied.

[0052] In this embodiment, the first game mode M1 is the most basic state in the game. In the first game mode M1, when the character moves from the normal space to the training space, the state transitions to the second game mode M2. In contrast, in the second game mode M2, when the character moves from the training space to the normal space again, the state transitions to the first game mode M1.

[0053] Furthermore, when the player performs a predetermined input operation (for example, the input operation shown in FIG. 6) in the first game mode M1, the state transitions to the third game mode M3. On the other hand, when a predetermined input operation (for example, "selecting a menu to stop displaying the training guide") is performed in the third game mode M3, the state transitions to the first game mode M1.

[0054] 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.

[0055] [Other embodiments] In the above embodiment, an example of the second game mode of the present system has been described, but this is merely an example and is not intended to be limiting. The second game mode of the present system may adopt and provide to the player any game environment for the player's practice.

[0056] In the above embodiment, the third game mode of the present system is described as displaying only the auxiliary display for the player to perform input operations in the game environment of the second game mode, but this is not limited thereto. The third game mode of the present system may adopt any other game environment from the game environment of the second game mode and provide it to the player. Furthermore, the third game mode of the present system may adopt and provide to the player any game environment for player practice that is not included in the second game mode.

[0057] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 4), one example of a game image presented to the player in the first game mode is shown, but it is not limited thereto. In this system, for example, the game image presented to the player in the first game mode may include various parameter information of the character, topographical information of the virtual space (so-called map information), information on approaching enemy characters, character action guides (auxiliary display for performing input operations), chat information, information on usable items (for example, information on so-called shortcut keys, the number of remaining bullets for a weapon, etc.), etc.

[0058] In the above embodiment, the movement of the character to the training space is explained as being performed by a normal character movement operation, but this is not limited to this. For example, the present system may have a function that allows the character to move to the training space by performing a predetermined input operation on a menu screen or the like.

[0059] In the above embodiment, the system provides an effect in which the stamina gauge does not decrease as the game environment in the second game mode, but this is by way of example and is not limiting. For example, the system may provide the following game environment in the second game mode or the third game mode: (1) The system may adopt a specification that allows a character's stamina gauge to decrease but does not render the character incapable of combat. (2) The system may, for example, employ a specification that prevents the decrease of other arbitrary parameters of the character. Specifically, for example, the system may employ a specification that prevents the decrease of an arbitrary parameter (hereinafter referred to as "stamina") that limits the character's continuous actions. Note that stamina decreases due to the character's actions, and when it falls below a predetermined threshold, the character becomes unable to act. In summary, the present system may, for example, grant a character an effect that does not have a predetermined negative impact in battle.

[0060] Although not described in the above embodiment, the system may have a function that allows automatic transition from the first game mode to the third game mode and from the third game mode to the first game mode. Specifically, the system may have a function that automatically transitions from the first game mode to the third game mode when a character battle begins, and automatically transitions from the third game mode to the first game mode when the character battle ends.

[0061] Furthermore, in the above-described embodiment, the present system has been described as being able to cause actions and techniques to be performed by input operations by the player even when prerequisites are set as the setting for the second game mode, but this is not limited thereto. For example, if a technique or effect is set in the game such that a specified in-game effect is imparted under preconditions, the system may impart the specified in-game effect in the second game mode even if the preconditions are not met.

[0062] Although not described in the above embodiment, the present system may have the following settings as the second game mode or the third game mode, for example. (1) The system may have a setting in the second or third game mode that allows a player to freely use weapons, items, characters, skills, etc. that the player does not own. (2) The system may have a setting that allows the player to make any enemy character appear in the second game mode or the third game mode. (3) The system may have a setting in the second or third game mode that allows the player to freely control the actions of the enemy characters (for example, stopping, attacking, etc.). (4) The system may have a setting that allows the player to evaluate whether or not he or she performed input operations in accordance with the content of various auxiliary displays (e.g., inputting recommended combos) in the second game mode or the third game mode.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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 that processes games related to virtual space, a first management means (for example, a first management means 64) for managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management means (e.g., second management means 66) for managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management means (e.g., a third management means 68) for managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; Any program that functions as such is sufficient.

[0074] That is, the first management means 64 functions as a first management means. The second management means 66 functions as a second management means. The third management means 68 functions as a third management means.

[0075] This allows the player to practice efficiently while having fun, and enjoy the game even more. [Explanation of symbols]

[0076] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 First control measure 66 Second control measure 68 Third control measure 80 Configuration management means 82 Image switching means 70 Output control means 2 Server 100 control section 120 Game information management means

Claims

1. A computer that processes games related to virtual space, a first management means for managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management means for managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management means for managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; A program that functions as a

2. the third management means manages the third game mode, including at least some of the settings that can be implemented in the second game mode; The program according to claim 1.

3. the second management means or the third management means manages the second game mode or the third game mode, including a setting to present an image that assists in the operation of the character. The program according to claim 2.

4. the second management means or the third management means manages the second game mode or the third game mode, including a setting to present an image including a history of an action performed by the character when the character performs the action; The program according to claim 2.

5. the second management means or the third management means manages the second game mode or the third game mode, including a setting for presenting an image including a method for performing a plurality of input operations that can be recommended to the character; The program according to claim 2.

6. the second management means or the third management means manages the second game mode or the third game mode, including a setting to present an image including a total value of damage that can be inflicted by actions performed by the character; The program according to claim 2.

7. the second management means or the third management means manages the second game mode or the third game mode, including a setting that does not impose a predetermined negative effect on the character in battle; The program according to claim 2.

8. The negative effect includes any one of the following: the character is not in a combat incapacitated state; the character does not receive damage; and the character does not consume stamina. The program according to claim 7.

9. The negative effect includes the character not consuming game content. The program according to claim 7.

10. the second management means or the third management means manages the second game mode or the third game mode, including a setting that enables the character to perform a predetermined action or to be given a predetermined in-game effect, when the condition for the character to perform the predetermined action or to be given the in-game effect is set, regardless of whether the condition is satisfied. The program according to claim 2.

11. further functioning as a transition means for automatically transitioning from the first game mode to the third game mode when the character starts a battle, and automatically transitioning from the third game mode to the first game mode when the character finishes a battle; The program according to claim 2.

12. An information processing method executed by a computer that executes processing of a game related to a virtual space, a first management step of managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management step of managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management step of managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; An information processing method including:

13. An information processing system that executes processing of a game related to a virtual space, a first management means for managing a first game mode that can be played when the game character is present in a normal area other than a predetermined area in the virtual space; a second management means for managing a second game mode that can be played when the character is present in a predetermined area of ​​the virtual space; a third management means for managing a third game mode that can be played when the character is present in the normal area of ​​the virtual space and a predetermined input operation is performed by a player; An information processing system comprising:

Citation Information

Patent Citations

  • Game program and game system

    JP2020044152A

  • Program, method, and information processor

    JP2022121770A

  • Content distribution system and program

    JP2022156117A

  • Program, computer system, server system, and method for controlling execution of competitive game

    JP7168543B2

  • Game program and game system

    JP2019097870A