Program and Information Processing Device

The program and apparatus address the lack of engagement in seamless game transitions by rewarding players for consistent equipment use, ensuring seamless transitions and enhancing gameplay interest.

JP2026055834AActive Publication Date: 2026-04-01SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-19
Publication Date
2026-04-01

AI Technical Summary

Technical Problem

Existing game technologies lack engagement and interest despite seamless scene transitions, as players do not receive sufficient rewards or incentives for consistent equipment use.

Method used

A program and information processing apparatus that allows players to change equipment during battles, providing rewards and bonuses when the post-battle equipment matches pre-battle equipment, with preferential treatment for identical types, and displaying videos to enhance continuity and engagement.

Benefits of technology

Enhances gameplay engagement by ensuring seamless transitions and rewarding consistent equipment use, providing an interesting and immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026055834000001_ABST
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Abstract

The goal is to provide an engaging game while creating seamless scene transitions. [Solution] The game device 10 includes an output means 42 that displays and outputs a video in which an object appears after the battle has ended, and a granting means 48 that grants the player a reward for the battle, wherein the granting means 48 gives preferential treatment to the reward if the equipment content equipped by the object at the end of the battle is the same type of equipment content as the equipment content used by the object in the video, compared to if the equipment content equipped by the object is a different type of equipment content.
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Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

Background Art

[0002] Conventionally, a technique has been known to make the transition of scenes in a game seamless, thereby making the game seem more continuous to the player.

[0003] In Patent Document 1 below, by determining an object to be placed in a second virtual space according to at least one of the information of the characters and the information of the events in the first virtual space, it is disclosed that the transition of the scene from the first virtual space to the second virtual space is made seamless.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the technique disclosed in Patent Document 1, even if the continuity of the game can be made to look good, there is a problem that there are few advantages for the player and it lacks interest.

[0006] In view of the above problems, an object of the present invention is to provide a program and an information processing apparatus that can provide an interesting game while making the transition of scenes seamless.

Means for Solving the Problems

[0007] A program according to a first aspect of the present invention is a program that allows a player to change the equipment content equipped by an object during a game battle to one equipment content from among a plurality of equipment contents, wherein the computer functions as an output means for displaying and outputting a video in which the object appears after the battle has ended, and as an awarding means for awarding the player the rewards for the battle, wherein the awarding means gives preferential treatment to the rewards when the equipment content equipped by the object at the end of the battle is the same type of equipment content as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different type of equipment content from the plurality of equipment contents.

[0008] In the program according to the second aspect of the present invention, the output means displays and outputs an image that grants the bonus after the video is displayed and output.

[0009] In a program according to a third aspect of the present invention, the granting means gives preferential treatment to the bonus when the equipment content equipped by the object at the end of the battle is the same as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different piece of equipment content from the multiple pieces of equipment content.

[0010] In a program according to a fourth aspect of the present invention, the output means outputs a first video as the video if the equipment content equipped by the object at the end of the battle is of the same type as the equipment content used by the object in the video, and outputs a second video different from the first video if the equipment content equipped by the object is a different piece of equipment content from the same type among the plurality of equipment contents.

[0011] In the program according to the fifth aspect of the present invention, the playback time of the first video is different from the playback time of the second video.

[0012] In the program according to the sixth aspect of the present invention, the effects of the first video are different from those of the second video.

[0013] An information processing device according to a seventh aspect of the present invention is an information processing device that, by the operation of a player, can change the equipment content equipped by an object during a game battle to one equipment content from among a plurality of equipment contents, and comprises an output means for displaying and outputting a video in which the object appears after the battle has ended, and a granting means for granting the player a reward for the battle, wherein the granting means gives preferential treatment to the reward when the equipment content equipped by the object at the end of the battle is the same type of equipment content as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different type of equipment content from the plurality of equipment contents.

[0014]

[0015]

[0016]

[0017]

[0018] [Effects of the Invention]

[0019] According to the present invention, it is possible to provide an engaging game while making scene transitions seamless. [Brief explanation of the drawing]

[0020] [Figure 1] This figure shows an example of the overall configuration and hardware configuration of a game system according to the first embodiment of the present invention. [Figure 2]This is a diagram showing an example of a battle image in a game. [Figure 3] This is a diagram showing an example of the functional configuration of a game device. [Figure 4] This is a diagram showing an example of a flowchart describing the process flow of the main battle executed by the game device according to the first embodiment. [Figure 5A] This is a diagram showing an example of a video displayed and output in the game according to the first embodiment. [Figure 5B] This is a diagram showing an example of a battle image of the main battle displayed and output in the game according to the first embodiment. [Figure 6] This is a diagram showing an example of a flowchart describing the process flow of the pre-battle executed before the process of the main battle shown in FIG. 4. [Figure 7] This is a diagram showing an example of a flowchart describing the process flow of the post-processing executed by the game device according to the second embodiment, which is the post-processing executed after the main battle process shown in FIG. 4.

Embodiments for Carrying Out the Invention

[0021] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.

[0022] ---First Embodiment--- First, the first embodiment of the present invention will be described.

[0023] <Overall Configuration and Hardware Configuration> FIG. 1 is a diagram showing an example of the overall configuration and hardware configuration of a game system 1 according to the first embodiment of the present invention.

[0024] As shown in FIG. 1, the game system 1 includes, for example, a game device 10 and a display device 20.

[0025] The game device 10 provides various games to the player. Examples of the game device 10 include home game consoles, arcade game consoles, smartphones, tablets, and personal computers, but in this embodiment, the case where the game device 10 is a home game console will be described.

[0026] The display device 20 is connected to the game device 10 via a wired or wireless connection and displays game images based on output signals from the game device 10.

[0027] In the game system 1 described above, the game device 10 comprises a CPU (Central Processing Unit) 12, memory 14, input device 16, and reading device 18 as its hardware configuration. The display device 20 may also be provided by the game device 10.

[0028] The CPU 12 functions as various functional means (functional configurations) by executing programs. Details of these functional means will be described later.

[0029] Memory 14 is one of the storage devices, and for example, programs are loaded into it.

[0030] The input device 16 is, for example, a controller having multiple buttons for inputting instructions from the player. In the game of this embodiment, each of the multiple buttons is assigned a predetermined command, and in battle, the player can select one command from among the multiple commands by pressing any one of the multiple buttons.

[0031] The reading device 18 is a device for reading a portable storage medium in which a program is stored.

[0032] The game device 10 may consist of a single information processing unit or multiple information processing units distributed over a communication network. Furthermore, Figure 1 only shows a portion of the main hardware configuration of the game device 10, and the game device 10 may have other configurations that are generally found in game devices. Also, if the game device 10 is, for example, a smartphone, the program including the game program may be stored in a server device, and the execution results of the program on the server device may be transmitted to the smartphone.

[0033] <Game Overview> The game provided by the game device 10 is a game in which objects that can equip equipment content battle each other. Examples of objects include characters, robots, cars, motorcycles, airplanes, etc.

[0034] Figure 2 shows an example of a game battle image 100A.

[0035] As shown in Figure 2, the battle image 100A includes a player object 102 and an enemy object 104. The player object 102 is operated based on input from the player's input device 16. Based on the player's operation, the player object 102 attacks the enemy object 104 using the equipment content 102A equipped to the player object 102. The player object 102 and the enemy object 104 have multiple parameters (stats), including hit points, and the battle ends when either hit point reaches zero. Here, the player can operate the input device 16 according to the battle situation to change the equipment content 102A equipped by the player object 102 during that battle to one of the multiple equipment contents 102A owned by the player.

[0036] <Functional configuration> Figure 3 shows an example of the functional configuration of the game device 10.

[0037] As shown in Figure 3, the game device 10 has a functional configuration comprising a storage means 40, an output means 42, a start means 44, a control means 46, and an assignment means 48.

[0038] The memory means 40 stores object information 40A and a pre-recorded video 40B for each player ID. Object Information 40A includes the name of Player Object 102, its status, Equipment Content 102A, and Possessed Content. Status includes parameters such as Player Object 102's level, hit points, attack power, and defense power. Status may also include attributes, occupation, mood, etc. Equipment Content 102A includes weapons such as bare hands, swords, knuckles, clubs, metal bats, guns, signs, and bicycles. Equipment Content 102A also includes armor such as clothes, hats, shoes, and shields. Equipment Content also includes accessories such as necklaces, rings, and watches. Possessed Content includes Equipment Content 102A and items possessed by the player or Player Object 102. Pre-release video 40B includes videos featuring player object 102, videos featuring enemy object 104, and videos featuring both player object 102 and enemy object 104, including videos of them conversing or battling. Pre-release video 40B includes scenes in which equipment content 102A is used by player object 102. Furthermore, the equipment content 102A used by player object 102 is linked to and stored in memory device 40 in pre-release video 40B.

[0039] The output means 42 displays a pre-battle video 40B on the display device 20 before the battle begins. In particular, the output means 42 displays a pre-battle video 40B in which the player object 102 appears on the display device 20 before the start of the main battle in which the player battles a predetermined enemy object 104. Note that the pre-battle of the main battle may start before the pre-battle video 40B is displayed. In this case, the output means 42 may notify the player of equipment information regarding the equipment content 102A used by the player object 102 in the pre-battle video 40B before the pre-battle ends. Methods for notifying equipment information include displaying it on the display device 20, equipping it to enemy objects 104 that appear in the pre-battle, or making the attributes of enemy objects 104 that appear in the pre-battle unfavorable to the attributes of the equipment content 102A indicated by the equipment information. Another method for notifying equipment information is to match the predetermined attributes of enemy objects 104 that appear in the main battle with the predetermined attributes of enemy objects 104 that appear in the pre-battle. That is, in the main battle, a first enemy object with predetermined attributes appears as an enemy object 104 that battles the player object 102, and in the pre-battle, a second enemy object appears with the same predetermined attributes as the first enemy object, but with lower stats than the first enemy object. The equipment content 102A used by the player object 102 in the pre-battle video 40B is equipment content with attributes that are advantageous to the predetermined attributes.

[0040] The starting means 44 starts the main battle with the equipment content 102A equipped by the player object 102 changed to the same type of equipment content 102A that was used by the player object 102 in the pre-play video 40B. Specifically, the starting means 44 starts the main battle with the equipment content 102A of the object information 40A associated with the player changed to the same type of content. Examples of the same type of content include metal bats, wooden bats, iron pipes, and clubs, as they are rod-shaped and of the same type. Examples of the same type of content include bicycles, tricycles, and motorcycles, as they are vehicles of the same type. Furthermore, before starting the main battle, the starting means 44 determines whether the equipment content 102A equipped by the player object 102 is different from the equipment content 102A used by the player object 102 in the pre-show video 40B. If the starting means 44 determines that they are different, it may change the equipment content 102A equipped by the player object 102 to the same type of content as the equipment content 102A used by the player object 102 in the pre-show video 40B. Furthermore, if the initiation means 44 determines that the above-mentioned differences exist, it determines whether there is any identical content among the possessed content that is the same as the equipment content 102A used by the player object 102 in the pre-video 40B. If the initiation means 44 determines that there is such a thing, it may change the equipment content 102A equipped by the player object 102 to the same identical content that was used by the player object 102 in the pre-video 40B. Furthermore, if the starting means 44 determines that there is no identical content among the owned content to the equipment content 102A used by player object 102 in the pre-video 40B, it may change the equipment content 102A equipped by player object 102 to the same type of content (excluding identical content) as the equipment content 102A used by player object 102 in the pre-video 40B. Furthermore, if there is no similar content among the owned content, the starting means 44 may change the equipment content 102A equipped by the player object 102 to equipment content of the same shape and color as the equipment content 102A used by the player object 102 in the pre-video 40B. Furthermore, if the starting means 44 does not have any similar content among the player's owned content, the player may borrow similar content from a friend or a guild member of their guild (group). In this case, the granting means 48 may grant a reward to the friend or guild member who lent the similar content. In this case, the control means 46 may have the friend or guild member who lent the similar content appear in the pre-game video 40B or the main battle. Furthermore, the starting means 44 may start the preliminary battle of the main battle before the preliminary video 40B is displayed.

[0041] The control means 46 controls the main battle more favorably when the equipment content 102A equipped by the player object 102 is of the same type than when the equipment content 102A equipped by the player object 102 is a different piece of equipment from among multiple pieces of equipment content 102A. Furthermore, the control means 46 may control the main battle more favorably if the equipment content 102A equipped by the player object 102 is the same as the equipment content 102A used by the player object 102 in the pre-show video 40B, compared to if the equipment content 102A equipped by the player object 102 is of the same type but not the same. Furthermore, the control means 46 may control the main battle more favorably if the equipment content 102A equipped by the player object 102 is the same equipment content 102A used by the player object 102 in the pre-show video 40B than if the equipment content 102A equipped by the player object 102 is a different piece of equipment content from among multiple pieces of equipment content 102A.

[0042] The following are ways to gain an advantage in the main battle: (1) to (5). (1) Status control of player object 102 The control means 46 controls the status of the player object 102 to improve it compared to its current state. For example, the control means 46 controls the attack power, defense power, hit rate, etc., of the player object 102 to improve them compared to their current state. (2) Status control of enemy object 104 The control means 46 controls the status of the enemy object 104 to be lower than its current state. For example, the control means 46 controls the attack power or defense power of the enemy object 104 to be lower than its current state. The control means 46 may also control the hit points of the enemy object 104 to be lowered randomly or periodically. The control means 46 may also control the hit rate of the enemy object 104 to be lowered. (3) Environmental control The control means 46 controls the battlefield environment to change it to an environment that is advantageous for the player object 102. Conversely, the control means 46 may also control the battlefield environment to change it to an environment that is disadvantageous for the enemy object 104. (4) Personnel control The control means 46 controls the number of player objects 102 to increase. Conversely, the control means 46 may control the number of enemy objects 104 to decrease. (5) Reward control The control means 46 grants the player a reward each time the player object 102 uses the same equipment content 102A that was used by the player object 102 in the pre-show video 40B. These rewards include points to increase the bonuses granted after the main battle, items usable in the main battle, and equipment content usable in the main battle. Here, "rewards" are defined as those granted to the player during the main battle, while "bonuses" are defined as those granted to the player outside of the main battle.

[0043] Furthermore, the control means 46 controls the pre-battle and / or main battle more favorably if the equipment content 102A equipped by the player object 102 is the same type of equipment content 102A used by the player object 102 in the pre-battle video 40B than if the equipment content equipped by the player object 102 is a different type of equipment content. Methods for controlling favorably include the same methods as described in (1) to (5) above.

[0044] The granting method 48 grants rewards to the player, for example, after the battle ends. Furthermore, the granting method 48 gives preferential treatment to the rewards if the equipment content 102A equipped by the player object 102 at the end of the pre-battle is of the same type, compared to if the equipment content equipped by the player object 102 is of a different type. Examples of these rewards include experience points, in-game currency, equipment content 102A, items, etc. Furthermore, the granting means 48 may grant more rewards or higher quality rewards to the player after the end of the main battle, depending on the number of points (5) above the player has. For example, the reward may be the same equipment content 102A that was used by player object 102 in the pre-release video 40B. Alternatively, the reward may be equipment content of the same type but of higher quality as equipment content 102A that was used by player object 102 in the pre-release video 40B. Alternatively, the reward may be equipment content of the same type but of lower quality as equipment content 102A that was used by player object 102 in the pre-release video 40B. Furthermore, the granting means 48 may determine whether the player possesses the same content as the equipment content 102A used by the player object 102 in the pre-release video 40B. If the granting means 48 determines this to be positive, it grants the player other benefits; if it determines it to be negative, it grants the player the same content as described above.

[0045] <Processing flow> Figure 4 is a diagram showing an example of a flowchart describing the processing flow of the main battle executed by the game device 10 according to the first embodiment. Note that the order and content of the following steps can be changed as appropriate.

[0046] (Step SP100) The output means 42 outputs a pre-video 40B, which includes a scene in which the player object 102 uses the equipped content 102A, to the display device 20.

[0047] Figure 5A shows an example of a pre-recorded video 40B that is displayed and output in the game according to the first embodiment.

[0048] As shown in Figure 5A, the pre-video 40B features player object 102 and the first enemy object, which is enemy object 104. The scene includes player object 102 attempting to attack the first enemy object using equipment content 102A.

[0049] Returning to Figure 4, the process moves on to step SP102.

[0050] (Step SP102) The starting means 44 determines whether the equipment content 102A equipped by player object 102 is different from the equipment content 102A used by player object 102 in the pre-show video 40B before the main battle begins. If the determination is positive, the process proceeds to step SP104; if the determination is negative, the process proceeds to step SP106.

[0051] (Step SP104) The starting means 44 changes the equipment content 102A equipped by the player object 102, that is, the equipment content 102A of the object information 40A corresponding to the player object 102, to the same content as the equipment content 102A used by the player object 102 in the pre-video 40B. Then, the process moves on to the process of step SP106.

[0052] (Step SP106) Starting method 44 initiates the main battle. Then, the process moves on to step SP108.

[0053] (Step SP108) The starting means 44 outputs the battle image of the main battle to the display device 20.

[0054] Figure 5B shows an example of a battle image 100B of the main battle that is displayed in the game according to the first embodiment.

[0055] As shown in Figure 5B, in battle image 100B, the equipment content 102A of player object 102 is displayed as the same equipment content used by player object 102 in the pre-battle video 40B shown in Figure 5A. In other words, in battle image 100B, the scene is initially displayed in which the equipment content 102A equipped by player object 102 has been changed to the same equipment content 102A used by player object 102 in the pre-battle video 40B.

[0056] Returning to Figure 4, the process moves on to step SP110.

[0057] (Step SP110) The control means 46 controls the main battle more favorably when the equipment content 102A equipped by the player object 102 is the same content than when the equipment content 102A equipped by the player object 102 is a different piece of equipment. Then the process proceeds to step SP112.

[0058] (Step SP112) The control means 46 controls the main battle based on the player's input. Then, the process moves on to step SP114.

[0059] (Step SP114) The control means 46 determines whether the conditions for ending the main battle have been met. These conditions include the hit points of the player object 102 or enemy object 104 becoming zero, or the battle time becoming zero. If the above determination is confirmed, the process ends with the series of processes shown in Figure 4; if the above determination is confirmed, the process returns to the process of step SP110.

[0060] As described above, the main battle process is executed, but before the main battle process, the pre-battle process may be executed.

[0061] Figure 6 is a diagram showing an example of a flowchart describing the processing flow of the pre-battle, which is performed before the main battle shown in Figure 4.

[0062] (Step SP10) Output means 42 initiates a preliminary battle. Then, the process moves on to the processing of step SP12.

[0063] (Step SP12) The output means 42 displays a pre-battle image, such as the battle image 100A shown in Figure 2. This pre-battle image displays a player object 102 and an enemy object 104. The enemy object 104 includes a second enemy object that has the same predetermined attributes as the first enemy object that appears in the main battle, but with lower stats than the first enemy object. Then, the process moves on to step SP14.

[0064] (Step SP14) The control means 46 controls the pre-battle based on the player's input. Then, the process proceeds to step SP16.

[0065] (Step SP16) The control means 46 determines whether or not the player has performed an operation to change the equipment content 102A. If the determination is positive, the process proceeds to step SP18; if the determination is negative, the process proceeds to step SP20.

[0066] (Step SP18) The control means 46 or the start means 44 changes the equipment content 102A equipped by the player object 102 to the equipment content selected based on the player's modification operation. Then, the process proceeds to the process of step SP20.

[0067] (Step SP20) The control means 46 determines whether the equipment content 102A equipped by the player object 102 in the pre-battle matches the equipment content 102A used by the player object 102 in the pre-video 40B. Specifically, the control means 46 determines whether the equipment content 102A equipped by the player object 102 in the pre-battle is the same as the equipment content 102A associated with the pre-video 40B. If the determination is affirmative, the process proceeds to step SP22; if the determination is negative, the process proceeds to step SP24.

[0068] (Step SP22) The control means 46 controls the pre-battle more favorably than if the equipment content 102A equipped by the player object 102 were different from the equipment content 102A associated with the pre-video 40B, and the process proceeds to the process of step SP24.

[0069] (Step SP24) The control means 46 determines whether the termination condition for the pre-battle has been met. This termination condition is that the hit points of the player object 102 or the enemy object 104 have reached zero. If the above determination is confirmed, the process proceeds to the processing of step SP100, etc. If the above determination is confirmed, the process returns to the processing of step SP14.

[0070] <Effects> As described above, the game device 10 according to the first embodiment allows the player to change the equipment content 102A equipped by the player object 102 during a game battle to one of several equipment contents 102A through player operation. The game device 10 includes an output means 42 that displays and outputs a video in which the player object 102 appears before the start of the main battle; a start means 44 that starts the main battle with the equipment content 102A equipped by the player object 102 changed to the same type of equipment content 102A that was used by the player object 102 in the pre-video 40B; and a control means 46 that controls the main battle more favorably when the equipment content 102A equipped by the player object 102 is of the same type than when the equipment content 102A equipped by the player object 102 is a different type of equipment content among multiple equipment contents 102A.

[0071] With this configuration, the equipment content 102A used by player object 102 in the pre-release video 40B and the equipment content 102A used by player object 102 in the main battle that begins afterward are almost identical in type, allowing for a seamless transition from the scene in the pre-release video 40B to the scene in the main battle. Furthermore, this configuration allows for a more advantageous control of the main battle when the equipment content 102A equipped by player object 102 is of the same type, thus providing a more engaging game experience. Furthermore, with this configuration, if the modified equipment content 102A is one that the player does not normally use, it is possible to give the player an opportunity to use that equipment content 102A, thereby providing a more interesting game.

[0072] Furthermore, in the game device 10 according to the first embodiment, the starting means 44 determines whether the equipment content 102A equipped by the player object 102 is different from the equipment content 102A used by the player object 102 in the pre-play video 40B before starting the main battle. If it determines that they are different, it changes the equipment content 102A equipped by the player object 102 to the same type of content as the equipment content 102A used by the player object 102 in the pre-play video 40B.

[0073] With this configuration, the equipment content 102A used by player object 102 in the pre-release video 40B and the equipment content 102A used by player object 102 in the main battle that begins afterward are the same content and are shared, making the transition from the scene in the pre-release video 40B to the scene in the main battle even more seamless.

[0074] Furthermore, in the game device 10 according to the first embodiment, the starting means 44 starts the pre-battle of the main battle before the pre-video 40B is displayed and output, and the control means 46 controls the pre-battle more favorably when the equipment content 102A equipped by the player object 102 is of the same type than when the equipment content 102A equipped by the player object 102 is of a different type.

[0075] With this configuration, the equipment content 102A used by player object 102 in the pre-battle and the equipment content 102A used by player object 102 in the pre-video 40B are almost identical content, allowing for a seamless transition from the pre-battle scene to the pre-video 40B scene.

[0076] Furthermore, in the game device 10 according to the first embodiment, in the main battle, a first enemy object with predetermined attributes appears that battles the player object 102, and in the pre-battle, a second enemy object appears that has the same predetermined attributes as the first enemy object, but with lower stats than the first enemy object. In the game device 10 according to the first embodiment, the equipment content 102A used by the player object 102 in the pre-video 40B is equipment content that has attributes advantageous against the predetermined attributes.

[0077] With this configuration, in the preliminary battle, a second enemy object with the same predetermined attribute as the first enemy object appears. Therefore, by changing the equipment content 102A of player object 102 to equipment content 102A that has an attribute advantageous against the predetermined attribute, it can be understood that the player can battle not only the second enemy object but also the first enemy object to an advantage. Furthermore, the equipment content 102A used by player object 102 in the pre-battle and the equipment content 102A used by player object 102 in the pre-video 40B are more likely to be the same, making the transition from the pre-battle scene to the pre-video 40B scene even more seamless.

[0078] Furthermore, the game device 10 according to the first embodiment includes a granting means 48 for granting benefits to the player, which, at the end of the pre-battle, grants benefits more favorably if the equipment content 102A equipped by the player object 102 is of the same type than if the equipment content 102A equipped by the player object 102 is of a different type.

[0079] With this configuration, the incentive of receiving preferential treatment increases the likelihood that the equipment content 102A used by player object 102 in the pre-battle and the equipment content 102A used by player object 102 in the pre-video 40B will be the same, making the transition from the pre-battle scene to the pre-video 40B scene even more seamless.

[0080] Furthermore, in the game device 10 according to the first embodiment, the output means 42 notifies the player of information regarding the equipment content 102A used by the player object 102 in the pre-battle video 40B before the pre-battle ends.

[0081] With this configuration, the notification increases the likelihood that the equipment content 102A used by player object 102 in the pre-battle and the equipment content 102A used by player object 102 in the pre-video 40B will be the same, making the transition from the pre-battle scene to the pre-video 40B scene even more seamless.

[0082] Furthermore, in the game device 10 according to the first embodiment, the control means 46 controls the main battle to the player's advantage by improving the status of the player object 102.

[0083] This configuration improves the status of player object 102, allowing for a more engaging game experience.

[0084] ---Second Embodiment--- Next, a second embodiment of the present invention will be described.

[0085] The second embodiment differs from the first embodiment in that it displays and outputs a post-battle video different from the pre-battle video 40B after the battle has ended, and gives preferential treatment to the player in terms of the conditions at the end of the battle. The game according to the second embodiment is similar to the first embodiment in that the player can change the equipment content 102A equipped by the player object 102 during a battle in the game through player operation.

[0086] Specifically, the output means 42 displays and outputs a post-battle video in which the player object 102 using the equipment content 102A appears after the battle has ended. In addition to the player object 102, enemy objects 104 may also appear in this post-battle video. Furthermore, the equipment content 102A used by the player object 102 in the post-battle video may be the same as or different from the equipment content 102A used by the player object 102 in the pre-battle video, but it is preferable that it be different from the equipment content 102A used by the player object 102 in the pre-battle video, in order to enhance the element of surprise and interest.

[0087] Furthermore, the output means 42 may display a result image that grants the bonus after the output of the post-event video. Conversely, the output means 42 may display a result image that grants the bonus before the output of the post-event video. However, from the viewpoint of seamlessness, it is preferable for the output means 42 to display a result image that grants the bonus after the output of the post-event video. This result image may indicate that the player has been given preferential treatment if the bonus has been granted. This result image may also indicate that the equipment content 102A equipped by the player object 102 at the end of the battle is of the same type.

[0088] The granting means 48 gives preferential treatment to the player in terms of granting benefits if the equipment content 102A equipped by the player object 102 at the end of the battle is the same type of equipment content 102A used by the object in the post-battle video, compared to if the equipment content 102A equipped by the player object 102 is a different type of equipment content among multiple equipment contents 102A. Furthermore, the granting means 48 may give preferential treatment to the equipment content 102A equipped by the player object 102 at the end of the battle if that equipment content 102A is the same as the equipment content 102A used by the player object 102 in the post-battle video, rather than if the equipment content 102A equipped by the player object 102 is a different piece of equipment content from among multiple pieces of equipment content 102A.

[0089] Figure 7 is a diagram showing an example of a flowchart describing the post-processing performed by the game device 10 according to the second embodiment, which is performed after the main battle processing shown in Figure 4. Note that the order and content of the following steps can be changed as appropriate.

[0090] (Step SP120) The granting means 48 stores the equipment content 102A that the player object 102 is equipped with at the end of the main battle. Then, the process proceeds to step SP122.

[0091] (Step SP122) The output means 42 outputs a post-event video showing the player object 102 and enemy object 104 appearing to the display device 20. In the post-event video, the player object 102 is using equipment content 102A. Then, the process moves on to step SP124.

[0092] (Step SP124) The granting means 48 determines whether the equipment content 102A equipped by the player object 102 at the end of the main battle is the same as the equipment content 102A used by the player object 102 in the post-battle video. If the determination is affirmative, the process proceeds to step SP126; if the determination is negative, the process proceeds to step SP128.

[0093] (Step SP126) The granting means 48 gives preferential treatment to the player in terms of the benefits granted compared to when the equipment content 102A equipped by the player object 102 is different from the same content. Then, the process proceeds to step SP128.

[0094] (Step SP128) The output means 42 outputs a result image to the display device 20 that grants the player a bonus. Then, the process moves on to step SP130. This result image will show that, if the player's bonus was preferential, the equipment content 102A equipped by the player object 102 at the end of the battle is the same content, and that the bonus was preferential.

[0095] (Step SP130) The granting means 48 grants the player the benefit. Then, the series of post-processing steps shown in Figure 7 are completed.

[0096] As described above, the game device according to the second embodiment allows the player to change the equipment content 102A equipped by the player object 102 during a game battle to one of several equipment contents 102A through player operation. The game device according to the second embodiment also includes an output means 42 that displays and outputs a post-battle video in which the player object 102 appears after the main battle, and a granting means 48 that grants the player rewards for the main battle. The granting means 48 gives preferential treatment to the rewards when the equipment content 102A equipped by the player object 102 at the end of the main battle is the same type of equipment content as the equipment content 102A used by the player object 102 in the post-battle video, compared to when the equipment content 102A equipped by the player object 102 is a different type of equipment content from among several equipment contents 102A.

[0097] With this configuration, if the equipment content 102A that player object 102 was equipped with at the end of the main battle and the equipment content 102A used by player object 102 in the post-battle video become the same type of content, triggered by the preferential treatment of the bonus, the transition from the main battle scene to the post-battle video scene can be made seamless. Furthermore, this configuration allows for a more engaging gameplay experience, as it provides preferential treatment to players whose equipment content 102A is of the same type at the end of the main battle.

[0098] Furthermore, in the game device according to the second embodiment, the output means 42 displays and outputs a result image that grants a bonus after the display output of the post-game video.

[0099] With this configuration, no result image is displayed between the main battle scene and the post-battle video scene, allowing for a seamless transition from the main battle scene to the post-battle video scene.

[0100] Furthermore, in the game device according to the second embodiment, the granting means 48 gives preferential treatment to the player object 102 if the equipment content 102A equipped by the player object 102 at the end of the main battle is the same as the equipment content 102A used by the player object 102 in the post-battle video, compared to if the equipment content 102A equipped by the player object 102 is a different piece of equipment content from among multiple pieces of equipment content 102A.

[0101] With this configuration, if the equipment content 102A that player object 102 was equipped with at the end of the main battle and the equipment content 102A used by player object 102 in the post-battle video become the same content, triggered by the preferential treatment of the bonus, the transition from the main battle scene to the post-battle video scene can be made even more seamless.

[0102] ---Variations--- The present invention is not limited to the embodiments described above. That is, any modifications made to the above embodiments by those skilled in the art are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the above embodiments and the modifications described later can be combined to the extent that it is technically possible, and any combination thereof is also included within the scope of the present invention, as long as it retains the features of the present invention.

[0103] For example, in the first embodiment described above, a case was explained in which the main battle is controlled more favorably when the equipment content 102A equipped by the player object 102 is of the same type. However, the term "equipment content" in the first embodiment may be replaced with "attack style" or "defense style". Specifically, if we replace "equipment content" in the first embodiment with "attack style," a game device that allows the player to change the attack style of player object 102 to one of several attack styles during a game battle through player operation includes: output means 42 that displays and outputs a pre-battle video 40B in which player object 102 appears before the start of the main battle; start means 44 that starts the main battle with the player object 102's attack style changed to the same type of style as the attack style set for the object in the pre-battle video 40B; and control means 46 that controls the main battle more favorably when player object 102's attack style is the same type of style than when player object 102's attack style is another attack style different from the same type of style among several attack styles.

[0104] Furthermore, in the first embodiment described above, the case in which the main battle is controlled more favorably when the equipment content 102A equipped by the player object 102 is of the same type was explained. However, the main battle may be controlled to be favorably, or instead of controlling the main battle to be favorably, the presentation of the main battle may be changed. Specifically, a game device that allows a player to change the equipment content 102A equipped by a player object 102 during a game battle to one equipment content from among multiple equipment contents 102A by the player's operation includes: an output means 42 that displays a pre-battle video 40B in which the player object 102 appears before the start of the main battle; a start means 44 that starts the main battle with the equipment content 102A equipped by the player object 102 changed to the same type of equipment content as the equipment content 102A used by the player object 102 in the pre-battle video 40B; and a control means 46 that controls the main battle's presentation to change more when the equipment content 102A equipped by the player object 102 is of the same type than when the equipment content 102A equipped by the player object 102 is a different type of equipment content from among multiple equipment contents 102A.

[0105] Examples of controls that change the presentation include the following (10) to (15). (10) Control to change the display method of player object 102 As part of this control, for example, the control means 46 may display an aura or flame effect around the player object 102, change the facial expression of the player object 102, change the posture of the player object 102, or change the size of the player object 102. The control means 46 may also change the color of the player object 102 to a color corresponding to the attributes of the equipment content 102A. (11) Control to change the display method of equipment content 102A As part of this control, for example, the control means 46 may display an aura or flame effect around the equipment content 102A, or change the size of the equipment content 102A. (12) Control to change the display method of enemy object 104 As part of this control, for example, the control means 46 may display an aura or flame effect around the enemy object 104, change the facial expression of the enemy object 104, change the posture of the enemy object 104, or change the size of the enemy object 104. In addition, the control means 46 may change the color of the enemy object 104 to a color corresponding to the attribute of the equipment content 102A. (13) Control to change the background of battle image 100B As part of this control, for example, the control means 46 may change the background of the battle image 100B to a luxurious background, a simple background, or a background that corresponds to the attributes of the equipment content 102A. A background that corresponds to the attributes of the equipment content 102A includes a background that is in line with the attributes of the equipment content 102A, or a background that is in line with the attributes that the equipment content 102A is weak against. (14) Control to change the music of the main battle As part of this control, for example, the control means 46 may change the music of the main battle to a grand piece of music, to a simple piece of music, to a fast-paced piece of music, or to music that corresponds to the attribute of the equipment content 102A. Music that corresponds to the attribute of the equipment content 102A may include, for example, if the attribute is water, music that includes the keyword water, music that sounds like flowing water, music that sounds like water droplets, etc. (15) Control to change the battle speed of the main battle Examples of this control include the control means 46 speeding up the battle speed of the main battle, slowing down the battle speed of the main battle, or skipping a part of the main battle.

[0106] Furthermore, in the first embodiment described above, the case in which the main battle is controlled more favorably when the equipment content 102A equipped by the player object 102 is of the same type was explained. However, if the player object 102 is equipped with multiple pieces of equipment content 102A, the control may be further refined. For example, if two or more of the equipment contents 102A equipped by the player object 102 are of the same type as the equipment contents 102A used by the player object 102 in the pre-release video 40B, the control means 46 may control the main battle more favorably than if only one of the equipment contents 102A equipped by the player object 102 is of the same type as the equipment contents 102A used by the player object 102 in the pre-release video 40B. Furthermore, the control means 46 may control the main battle more favorably if all of the multiple equipment contents 102A equipped by the player object 102 are of the same type as the equipment contents 102A used by the player object 102 in the pre-release video 40B, compared to if only one of the equipment contents 102A equipped by the player object 102 is of the same type as the equipment contents 102A used by the player object 102 in the pre-release video 40B.

[0107] Furthermore, in the first embodiment, we described a case in which the main battle is controlled more favorably when the equipment content equipped by player object 102 is of the same type. However, in the main battle, the main battle may be controlled more favorably when the equipment content equipped by player object 102 is of the same type as the equipment content equipped by enemy object 104 in the pre-show video 40B, compared to other cases.

[0108] Furthermore, in the second embodiment described above, the granting means 48 described a case where the benefits are more favorable when the equipment content 102A of the player object 102 is of the same type at the end of the main battle. However, if the player object 102 has multiple pieces of equipment content 102A equipped, the granting means 48 may devise ways to provide even more favorable treatment. For example, if two or more of the equipment contents 102A equipped by the player object 102 at the end of the main battle are of the same type as the equipment contents 102A used by the player object 102 in the post-battle video, the control means 46 may give preferential treatment to the rewards compared to the case where only one equipment contents 102A equipped by the player object 102 is of the same type as the equipment contents 102A used by the player object 102 in the post-battle video. Furthermore, the control means 46 may, if all of the multiple equipment contents 102A equipped by the player object 102 at the end of the main battle are of the same type as the equipment contents 102A used by the player object 102 in the post-battle video, provide more favorable rewards than if only one of the equipment contents 102A equipped by the player object 102 were of the same type as the equipment contents 102A used by the player object 102 in the post-battle video.

[0109] Furthermore, in the second embodiment described above, the granting means 48 may give more preferential treatment to the rewards if the equipment content 102A equipped by the player object 102 in the main battle is the same as that in the pre-battle video 40B and the post-battle video. Specifically, the granting means 48 may give more preferential treatment to the rewards in order to promote seamlessness if the equipment content 102A equipped by the player object 102 in the main battle is the same type of content in both the pre-battle video 40B and the post-battle video.

[0110] Furthermore, in the second embodiment described above, the case in which the output means 42 displays and outputs a post-battle video was explained. However, the output means 42 may output a first video as a post-battle video if the equipment content 102A equipped by the player object 102 at the end of the main battle is the same type of equipment content 102A used by the player object 102 in the post-battle video, and output a second video different from the first video as a post-battle video if the equipment content 102A equipped by the player object 102 is a different type of equipment content among the multiple equipment contents 102A. This configuration provides an incentive for players who want to watch the first video to change the equipment content 102A equipped by player object 102 to the same type of content at the end of the main battle. Furthermore, it is preferable that the playback time of the first video differs from that of the second video. Also, it is preferable that the visual effects of the first video differ from those of the second video. This is because differences can enhance the game's appeal. Additionally, it is preferable that the playback time of the first video is longer than that of the second video. Furthermore, it is preferable that the visual effects of the first video are greater than those of the second video. This configuration provides players with a motivation to watch the first video.

[0111] Furthermore, in the second embodiment described above, the information of the equipment content 102A used in the post-game video may or may not be notified to the player in advance. If not notified in advance, it may motivate the player to play the same game again after clearing it. In other words, if not notified in advance, a so-called "replayability element" can be added to the game. Therefore, the game may be equipped with a function to prohibit the prior notification of the information of the equipment content 102A used in the post-game video. For example, the post-game video may be blocked from being distributed on the internet or may not be able to be captured.

[0112] Furthermore, in the second embodiment, a case was described in which the rewards are more favorable if the equipment content 102A equipped by player object 102 at the end of the battle is the same type of content used by player object 102 in the post-battle video. However, the rewards may also be more favorable if the equipment content 102A equipped by player object 102 at the end of the battle is the same type of content used by enemy object 104 in the post-battle video. [Explanation of Symbols]

[0113] 10: Game device (information processing device) 42: Output means 42: Granting means 44 :Initiation means 46: Control means 48: Granting means

Claims

1. A program that allows the player to change the equipment content equipped by an object during a game battle from one of several equipment contents to one equipment content, Computers, Output means for displaying and outputting a video in which the object appears after the battle has ended. A means for granting the player the rewards of the aforementioned battle, To make it function as, The granting means provides preferential treatment to the reward when the equipment content equipped by the object at the end of the battle is of the same type as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different piece of equipment from the multiple pieces of equipment. program.

2. The output means displays and outputs an image that grants the bonus after the video is displayed and output. The program according to claim 1.

3. The granting means provides preferential treatment to the reward when the equipment content equipped by the object at the end of the battle is the same as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different piece of equipment from the multiple pieces of equipment. The program according to claim 1.

4. Our firm's idea The output means outputs a first video as the video if the equipment content equipped by the object at the end of the battle is the same type of equipment content used by the object in the video, and outputs a second video different from the first video if the equipment content equipped by the object is a different type of equipment content from the multiple equipment contents. The program according to any one of claims 1 to 3.

5. The playback time of the first video is different from the playback time of the second video. The program according to claim 4.

6. The effects of the first video are different from those of the second video. The program according to claim 4.

7. An information processing device that allows the player to change the equipment content equipped by an object during a game battle from one of several equipment contents to one equipment content, An output means that displays and outputs a video in which the object appears after the battle has ended, A means for granting the aforementioned battle rewards to the aforementioned player, Equipped with, The granting means provides preferential treatment to the reward when the equipment content equipped by the object at the end of the battle is of the same type as the equipment content used by the object in the video, compared to when the equipment content equipped by the object is a different piece of equipment from the multiple pieces of equipment. Information processing device.

Citation Information

Patent Citations

  • Game system, server device, program, and game providing method

    JP2024058071A