Game system, information processing device, and program

The game system extends the display area to enhance the entertainment value by displaying additional information in an extended drawing area, controlled by player and game conditions, addressing limitations in two-dimensional representation and improving gameplay experience.

JP2026056979APending Publication Date: 2026-04-02BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-20
Publication Date
2026-04-02

AI Technical Summary

Technical Problem

Existing game systems face limitations in representing information in a two-dimensional display area, which hampers the entertainment value of games using game media like cards.

Method used

A game system that extends the display area by displaying predetermined information about the game medium, such as cards, in an extended drawing area, controlled by a display control unit based on game and player information, allowing information not visible in the primary display area to be shown, enhancing the game experience.

Benefits of technology

The extended drawing area enhances the enjoyment of the game by providing deeper insight into the virtual space, allowing smoother transitions and visual effects, and encouraging gameplay that meets predetermined conditions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system that can enhance the enjoyment of a game by displaying information in an extended rendering area. [Solution] For each game medium, predetermined information relating to the character associated with the game medium is displayed in a display area, and when predetermined conditions are met, given information is displayed in an extended drawing area that can be extended from the display area. The game medium is a card, and the extended drawing area is controlled based on at least one of the game medium information and player information.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a game system that controls the display of a game screen has been known. For example, there are a first area and a second area as areas having a plurality of selection candidate items. When one candidate item (command) among the plurality of first candidate items set in the first area is selected, a game system exists in which the second area for displaying the second candidate items is changed to the first area, and thus a command can be selected without imposing a moving load on the line of sight or the touch position (see Patent Document 1).

[0003] Also, there is a game system in which an enemy icon corresponding to an enemy character outside the game screen is displayed within the screen, and when the enemy icon is selected as an attack target, an attack is performed on the target enemy character even if it is outside the screen (see Patent Document 2).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] For example, in the case of a game system using cards (an example of a game medium) in a virtual space, there are limitations on the information that can be represented in a two-dimensional display area.

[0006] In view of such problems, an object of the present invention is to provide a game system or the like capable of enhancing the趣味性 of a game by displaying information in an extended drawing area. It should be noted that the term "趣味性" is a direct translation, and in the context of games, a more appropriate term might be "entertainment value" or "fun factor", but according to the translation requirements, it is left as is. [Means for solving the problem]

[0007] (1) The present invention is A game system that runs games using a game medium, For each game medium, predetermined information about the character associated with that game medium is displayed in the display area. The system includes a display control unit that, when certain conditions are met, displays given information in an extended drawing area that can be extended from the display area. The aforementioned game medium is a card, The display control unit, The present invention relates to a game system characterized by controlling the extended drawing area based on at least one of the information of the game medium and the player information.

[0008] Furthermore, the present invention relates to an information processing device (for example, a server device, a game device, etc.) including the above-mentioned parts. The present invention relates to a program that causes a computer to function as the above-mentioned parts. Furthermore, the present invention relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned parts.

[0009] This invention allows information that cannot be displayed in the display area to be displayed in an extended drawing area, thereby enhancing the enjoyment of the game.

[0010] (2) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The character may be displayed in each of the multiple display areas.

[0011] According to the present invention, predetermined information relating to a character can be displayed in each of the multiple display areas.

[0012] (3) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, Before the predetermined conditions are met, the character image is not displayed in the display area and / or the extended drawing area. If the predetermined conditions are met, the image of the character may be displayed in the display area and / or the extended drawing area.

[0013] According to the present invention, when predetermined conditions are met, the image of the character is displayed in the display area and / or the extended drawing area, thereby encouraging the player to play the game in a way that meets the predetermined conditions, and further enhancing the enjoyment of the game.

[0014] (4) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The area surrounding the outer perimeter of the display area, or the area including the outer perimeter of the display area, may be designated as the extended drawing area.

[0015] According to the present invention, the area surrounding the outer periphery of the display area, or the area including the outer periphery of the display area, is defined as the extended drawing area. This allows for smooth display of the extended drawing area and enhances the enjoyment of the game.

[0016] (5) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, In the virtual space, the area in which the image visible from the virtual camera, which has changed since the rendering of the image in the display area, is rendered may be designated as the extended rendering area.

[0017] According to the present invention, the area in which the image visible from a virtual camera that has been changed since the time the image in the display area was drawn (for example, changed so that the field of view is expanded) is drawn is designated as the expanded drawing area. This allows for smooth display of the expanded drawing area and enhances the enjoyment of the game.

[0018] (6) Also, the game system, information processing apparatus, program, and information storage medium of the present invention The display control unit may make the range of the drawing target in the extended drawing area of the virtual space wider than the range of the drawing target in the display area.

[0019] In the present invention, since the range of the drawing target in the extended drawing area of the virtual space is made wider than the range of the drawing target in the display area, the player can deeply recognize the state of the virtual space.

[0020] (7) Also, the game system, information processing apparatus, program, and information storage medium of the present invention The display control unit may erase the information displayed in the display area other than the character display area in accordance with the display of the extended drawing area.

[0021] According to the present invention, since the information displayed in the display area other than the character display area is erased in accordance with the display of the extended drawing area, the player can visually recognize the character deeply.

[0022] (8) Also, the game system, information processing apparatus, program, and information storage medium of the present invention The display control unit may determine the predetermined conditions based on at least one of the game situation, player information, and information of the game medium.

[0023] According to the present invention, since the predetermined conditions are determined based on at least one of the game situation, player information, and information of the game medium, the player can play the game while being conscious of at least one of the game situation, player information, and information of the game medium, and furthermore, the interest of the game can be enhanced.

[0024] (9) Also, the game system, information processing apparatus, program, and information storage medium of the present invention The display control unit, There may be at least one extended drawing area, and the content displayed in the display area and the content displayed in the extended drawing area may be switched based on the player's input information.

[0025] According to the present invention, the content displayed in the display area and the content displayed in the extended rendering area can be switched based on the player's input (operation). As a result, the player can have information that cannot be displayed in the display area displayed in the extended rendering area, thereby enhancing the enjoyment of the game.

[0026] (10) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The given information relating to the character that is not displayed in the aforementioned display area may be displayed in the extended drawing area.

[0027] According to the present invention, the given information relating to the character that is not displayed in the display area is displayed in the extended drawing area, thereby enhancing the enjoyment of the game.

[0028] (11) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The aforementioned card is a tangible object, The display control unit, Based on the timing when the card is read and / or the timing when the card is moved on a predetermined field where the card is placed, control is performed to display the extended drawing area, move the extended drawing area, and expand the extended drawing area. You may also control at least one of the following:

[0029] According to the present invention, the enjoyment of a game using real-world cards can be enhanced.

[0030] (12) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are: The display control unit, The control of the extended drawing area may include controlling the range in which the extended drawing area is displayed, the duration for which the extended drawing area is displayed, and controlling the visual effects when the extended drawing area is displayed.

[0031] The present invention controls at least one of the following as the control of the extended drawing area: the range in which the extended drawing area is displayed, the period during which the extended drawing area is displayed, and the visual effects when the extended drawing area is displayed, thereby further enhancing the enjoyment of the game.

[0032] (13) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The control of the extended drawing area may include drawing related to a character, and may control at least one of the following: character effect control, character parameter control, or effects applied to the player or character.

[0033] The present invention further enhances the enjoyment of the game by controlling at least one of the following as the control of the extended drawing area: drawing related to a character, controlling the effects related to the character, controlling the character's parameters, and controlling the effects applied to the player or character.

[0034] (14) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The content of the character effects displayed in the extended drawing area may be controlled based on the player's parameters and / or the character's parameters.

[0035] According to the present invention, the content of the character effects displayed in the extended rendering area is controlled based on the player's parameters and / or the character's parameters, thereby further enhancing the enjoyment of the game.

[0036] (15) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, Based on the player's parameters, the character's parameters, and / or the character's type, the extended rendering area may control at least one of the items granted to the player, the items granted to the character, or the content of any beneficial effects that occur in the game.

[0037] According to the present invention, based on the player's parameters and / or the character's parameters, the extended rendering area controls at least one of the items granted to the player, the items granted to the character, and the content of the advantageous effects that occur in the game, further This can enhance the enjoyment of the game.

[0038] (16) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The display control unit, The type and number of character parameters displayed on the extended drawing area may be controlled based on the player parameters and / or the character parameters.

[0039] According to the present invention, the type and number of character parameters displayed on the extended drawing area are controlled based on the player's parameters and / or the character's parameters, thereby further enhancing the enjoyment of the game.

[0040] (17) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are The system may further include an event control unit that controls at least one of the content and type of events occurring on the extended drawing area.

[0041] According to the present invention, since the content of events and at least one of the types of events occurring on the extended drawing area are controlled, the enjoyment of the game can be further enhanced.

[0042] (18) Furthermore, the game system, information processing device, program, and information storage medium of the present invention are: The display control unit, The effects of the virtual camera when transitioning from the display area to the extended rendering area may be controlled by cropping the display area.

[0043] According to the present invention, the content of the virtual camera's presentation when transitioning from the display area to the extended rendering area, or the content of the presentation when transitioning from the display area to the extended rendering area by trimming the display area, can be controlled, thereby further enhancing the enjoyment of the game. [Brief explanation of the drawing]

[0044] [Figure 1] A diagram showing an example of the configuration of the game system of this embodiment. [Figure 2] A diagram showing the functional blocks of the server device according to this embodiment. [Figure 3] A diagram showing the functional block of the terminal device of this embodiment. [Figure 4A] An explanatory diagram relating to the immersive mode and display control of this embodiment. [Figure 4B] An explanatory diagram relating to the immersive mode and display control of this embodiment. [Figure 5] This figure illustrates the information of each game medium in this embodiment. [Figure 6] A diagram for controlling the virtual camera in the extended drawing of this embodiment. [Figure 7]A diagram for controlling the virtual camera in the extended drawing of this embodiment. [Figure 8] A diagram for controlling the virtual camera in the extended drawing of this embodiment. [Figure 9] A diagram for controlling the virtual camera in the extended drawing of this embodiment. [Figure 10] An explanatory diagram of the extended drawing area of ​​this embodiment. [Figure 11] An explanatory diagram of the extended drawing area of ​​this embodiment. [Figure 12] An explanatory diagram of the extended drawing area of ​​this embodiment. [Figure 13] An explanatory diagram of the extended drawing area of ​​this embodiment. [Figure 14] This diagram illustrates the process flow for displaying the extended drawing area of ​​the card in this embodiment. [Figure 15] A flowchart showing an example of the processing flow in this embodiment. [Figure 16] An explanatory diagram of the extended drawing area of ​​this embodiment. [Figure 17] A flowchart showing an example of the processing flow in this embodiment. [Figure 18] An explanatory diagram relating to the events of this embodiment. [Figure 19] An explanatory diagram relating to the events of this embodiment. [Figure 20] A flowchart showing an example of the processing flow in this embodiment. [Figure 21] This diagram illustrates how the immersive mode is activated by changing the orientation of the terminal device in this embodiment. [Modes for carrying out the invention]

[0045] The following describes this embodiment. Note that the embodiment described below does not unduly limit the scope of the present invention as described in the claims. Furthermore, not all of the configurations described in this embodiment are necessarily essential components of the present invention.

[0046] [1] Game System First, the overview and general configuration of the game system (also referred to as the information processing system or computer system) of this embodiment will be explained using Figure 1. Figure 1 is a diagram showing an example of the system configuration of the game system of this embodiment.

[0047] The server device 10 is an information processing device that can provide a given service using a terminal device (game device) 20 that is connected to it via the Internet (an example of a network).

[0048] The terminal device 20 is an information processing device such as a terminal device, smartphone, mobile phone, PHS, computer, terminal device, PDA, portable game console, or image generation device, and is a device that can connect to the server device 10 via a network such as the Internet (WAN) or LAN.

[0049] [1.1] Game system configured as a client-server model As shown in Figure 1, the game system of this embodiment is configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) can connect to the Internet (an example of a network).

[0050] The player can play the game based on information transmitted from the server device 10 via the internet by accessing the server device 10 from the terminal device 20.

[0051] In this embodiment, each game may be provided to the terminal device 20 by a single server device 10, or a server system may be constructed by linking multiple server devices 10 together to provide each game to the terminal device 20.

[0052] Furthermore, the server device 10 may perform all the processing related to the present invention, or the terminal device 20 may perform all the processing related to the present invention.

[0053] [1.2] Terminal device The game system of this embodiment may be implemented by a single terminal device equipped with the functions of the server device 10, that is, a standalone device that operates independently without relying on other devices such as a server device.

[0054] Furthermore, in this embodiment, the present invention may be implemented using only the terminal device 20 without connecting to the server device 10. For example, it may be a game system implemented using multiple terminal devices 20 via P2P (peer-to-peer) communication.

[0055] Furthermore, multiple such terminal devices may be connected via wired or wireless connections, with one terminal device functioning as a host (server device 10), and the system may be implemented using multiple terminal devices.

[0056] Furthermore, the terminal device may not only be a terminal device, but also a tablet-type information terminal device, a personal computer, or a terminal device (casing) installed in an amusement park.

[0057] [1.3] Cloud-based game systems Furthermore, the game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, the server device 10 (cloud device) alone performs basic processing (including game processing, rendering processing, etc.), and the terminal device 20 only controls the display of the processing results of the server device 10 (cloud device). The terminal device 20 also transmits information such as controller input information (operation information) to the server device 10. In this case, the terminal device 20 may also transmit information other than input information.

[0058] Furthermore, in this embodiment, except for the input, the server device 10 may execute each function of the processing unit 200 of the terminal device 20 and the game program, and the terminal device 20 may realize the game by performing input and image display via streaming.

[0059] Furthermore, the game system may store information stored in the server device 10 and information stored in the terminal device 20 in a given memory area on the internet.

[0060] [1.4] Terminal device with multiple controllers Furthermore, in this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). Note that when multiple players play the game using their respective controllers on one terminal device 20, it is assumed that the multiple players are realistically located close to each other.

[0061] [1.5] Examples of social games Furthermore, in this embodiment, it may function as an SNS server that provides communication-type services. Here, the SNS server may be an information processing device that provides services capable of facilitating communication between multiple players.

[0062] Furthermore, in this embodiment, for example, when functioning as an SNS server, it can provide a game called a social game that is executed using the operating environment of the SNS provided (API (Application Programming Interface), platform, etc.).

[0063] Social games, unlike existing online games, include games that do not require dedicated client software and can be used with only a web browser and an SNS account. Furthermore, this embodiment has a configuration that allows for the provision of an online game that can connect to the terminal devices 20 of other players via a network and allow simultaneous online sharing of the same game progress.

[0064] [1.6] Example of a browser game In particular, in this embodiment, a game provided on the web browser of the terminal device 20 may be a browser game (a game that starts simply by opening the installation site in a web browser) created in various languages ​​such as HTML, FLASH®, CGI, PHP, Shockwave, Java® applet, and JavaScript®.

[0065] Furthermore, the terminal device 20 is equipped with a web browser capable of viewing web pages (HTML format data). Specifically, the terminal device 20 is equipped with a communication control function for communicating with the server device 10, a web browser function that performs display control using data received from the server device 10 (Web data, data created in HTML format, etc.), and sends player operation data to the server device 10, and performs various processes to provide the screen to the player, allowing the player to run the game. However, the terminal device 20 may also obtain game control information provided by the server device 10, execute predetermined game processing, and run the game based on the game processing.

[0066] Specifically, when the terminal device 20 requests the server device 10 to play a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may have a configuration that allows it to execute the game by using an API as needed to cause the server device 10, which functions as an SNS server, to perform predetermined processing, or by obtaining player information managed by the server device 10, which functions as an SNS server.

[0067] [1.7] Others In this embodiment, the system may consist of one (device, processor) or multiple (devices, processors). Information stored in the storage area of ​​the server device 10 (storage unit 170 described later) (for example, player information, game information, etc.) may be stored in a database (broadly speaking, a storage device, memory) connected via a network (intranet or internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.

[0068] [2] Server equipment Next, the server device 10 of this embodiment will be described using Figure 2. Figure 2 is a diagram showing the functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (each part) in Figure 2 may be omitted.

[0069] In this embodiment, the system includes an input unit 160 for use by administrators and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with terminal devices 20 and others, a processing unit 100 that mainly performs processing related to the games provided, and a storage unit 170 that mainly stores various data used for games.

[0070] The input unit 160 is used by system administrators and others to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is composed of a mouse, keyboard, etc.

[0071] The information storage medium 180 (a medium readable by a computer) stores programs, data, etc., and its function is comprised of optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0072] The communication unit 196 performs various controls for communicating with external parties (e.g., terminals, other servers, or other network systems), and its functions are comprised of hardware such as various processors or communication ASICs, as well as programs.

[0073] The memory unit 170 serves as the work area for the processing unit 100 and the communication unit 196, and its functions are comprised of RAM (VRAM), etc. The information stored in the memory unit 170 may be managed by a database.

[0074] Furthermore, in addition to the main memory unit 171, the storage unit 170 of this embodiment includes an image buffer 172, a game data storage unit 174 that stores game information indicating information about the game, and a player information storage unit 175. Note that some of these components may be omitted.

[0075] In particular, the game data storage unit 174 stores information about the virtual space (game space) in which the game is played, information about the virtual camera, and settings used in the game.

[0076] Furthermore, the player information storage unit 175 stores player information (user information) for each player (each user), associated with a player ID (user ID). The player ID is identification information used to identify the player.

[0077] Furthermore, player information includes the player's input information (operation information). Additionally, player information may be a concept that includes not only information associated with the player (user), but also information about the player's game media (for example, game media such as characters, cards, and items owned by the player).

[0078] The processing unit 100 performs various processes using the main memory unit 171 within the storage unit 170 as the work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0079] The processing unit 100 performs various processes of this embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs that cause the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).

[0080] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and also performs various processes such as controlling the transfer of data between each unit. Furthermore, it performs processes to provide various services in response to requests from the terminal device 20.

[0081] Furthermore, the processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment on each player based on player input received via the terminal device 20.

[0082] In this embodiment, the server device 10 may perform some or all of the processing of the processing unit 100, or the terminal device 20 may perform some of the processing of the processing unit 100.

[0083] The processing unit 100 includes a display control unit 111, a game control unit 112, a selection unit 113, a reception unit 115, an event control unit 116, an acquisition unit 117, a presentation unit 119, a communication control unit 120, a management unit 122, an image generation unit 130, and a sound processing unit 140.

[0084] The display control unit 111 controls the display of the screen (image) generated by the server device 10 on the display unit 290 of the terminal device 20. In other words, the display destination for the screen (image) generated by the server device 10 is set to the display unit 290 of the terminal device 20.

[0085] The display control unit 111 displays predetermined information about the character associated with each game medium in the display area, and when predetermined conditions are met, displays given information in an extended drawing area that can be extended from the display area. For example, the game medium is a card. The game medium may also be an electronically used card. The game medium may be intangible or tangible.

[0086] The display control unit 111 may control the extended drawing area based on at least one of the game medium information and the player information.

[0087] The display control unit 111 may display predetermined information about the character in each of the multiple display areas.

[0088] The display control unit 111 may also display the character image in the character display area among the multiple display areas.

[0089] The display control unit 111 may, until a predetermined condition is met, not display the character image in the display area and / or extended drawing area, and then display the character image in the display area and / or extended drawing area when the predetermined condition is met.

[0090] The display control unit 111 may configure the area around the outer perimeter of the display area, or the area including the outer perimeter of the display area, as the extended drawing area.

[0091] The display control unit 111 may configure the display control unit 111 to define an extended drawing area as the area in the virtual space where it draws the image visible from the virtual camera, which has changed since the initial drawing of the image in the display area.

[0092] The display control unit 111 may make the range of the drawing target of the extended drawing area of ​​the virtual space wider than the range of the drawing target of the display area (for example, the character display area).

[0093] The display control unit 111 may configure the extended drawing area to be an area that extends from the character display area where the character image is displayed, among the multiple display areas.

[0094] The display control unit 111 may also erase information displayed in display areas other than the character display area when the extended drawing area is displayed.

[0095] The display control unit 111 may determine a predetermined condition based on at least one of the following: game status, player information, and game medium information.

[0096] The display control unit 111 may display an extended drawing area based on the character display area in which the character image is displayed, among a plurality of display areas.

[0097] The display control unit 111 may have at least one extended drawing area, and may switch between the content displayed in the display area and the content displayed in the extended drawing area based on the player's input information.

[0098] The display control unit 111 may have at least one extended drawing area and may switch between the content displayed in the character display area, the content displayed in the extended drawing area, and the content displayed in the related information display area based on the player's input information.

[0099] The display control unit 111 may also display given information about a character that is not displayed in the display area in the extended drawing area.

[0100] The display control unit 111, based on the timing when the card is read and / or the timing when the card is moved on a predetermined field where the card is placed, determines the extended drawing area (for example, an extended drawing area that can be displayed by extending from the character display area). The system may also control at least one of the following: control to display the extended drawing area, control to move the extended drawing area, or control to expand the extended drawing area.

[0101] The display control unit 111 may control at least one of the following as the control of the extended drawing area: the range in which the extended drawing area is displayed, the period for which the extended drawing area is displayed, and the effects control when the extended drawing area is displayed.

[0102] The display control unit 111 may, as the control of the extended drawing area, control at least one of the following: character-related drawing control, character parameter control, and effect control applied to the player or character.

[0103] The display control unit 111 may control the content of the effects related to the character displayed in the extended drawing area based on the player's parameters and / or the character's parameters.

[0104] The display control unit 111 may control, via the extended drawing area, at least one of the items granted to the player, the items granted to the character, or the content of any advantageous effects that occur in the game, based on the player's parameters, the character's parameters, and / or the character's type.

[0105] The display control unit 111 may control at least one of the types and number of character parameters displayed on the extended drawing area based on the player parameters and / or the character parameters.

[0106] The display control unit 111 may control the effects of the virtual camera when transitioning from the display area (e.g., the character display area) to the extended drawing area, or control the effects of transitioning from the display area to the extended drawing area by trimming the display area (e.g., the character display area).

[0107] The display control unit 111 may, based on predetermined conditions, display information relating to a second character associated with a second game medium in the display area of ​​the first game medium.

[0108] The display control unit 111 may display predetermined information relating to a first character associated with a first game medium in each of the multiple display areas.

[0109] The display control unit 111 may also display the image of the first character in the character display area among the multiple display areas.

[0110] The display control unit 111 may, when certain conditions are met, display information about the second character in an extended drawing area of ​​the first game medium that can be displayed in place of the display area, or together with the display area, and extended from the display area.

[0111] The display control unit 111 may control the extended drawing area according to the information of the first game medium and the information of the second game medium, and / or control the extended drawing area according to the information of the first character associated with the first game medium and the information of the second character.

[0112] The display control unit 111 may perform control to display an image of a second character in the display area and / or extended drawing area when the first player satisfies predetermined conditions.

[0113] The display control unit 111 may display information about a second character associated with the second game medium in the extended drawing area when the first game medium of the first player and the second game medium of the second player are placed on the same predetermined field. Furthermore, the deck for the first player may consist of multiple game mediums owned by the first player, the deck for the second player may consist of multiple game mediums owned by the second player, and the second game medium may be a game medium selected from the deck for the second player in a predetermined manner. Note that the second game medium is not limited to the second player, but may also belong to the first player.

[0114] The display control unit 111 may control the extended drawing area based on at least one of the following: the type of second game medium, the relationship between the first character and the second character associated with the first game medium, and the display period of the extended drawing area of ​​the second character.

[0115] Furthermore, the display control unit 111 may display an image of a character associated with a game medium in the character display area for each game medium, and display related information related to the character associated with that game medium in the related information display area.

[0116] The display control unit 111 may display the execution status of an event using an extended drawing area that can be extended from the character display area based on the content of the event.

[0117] The display control unit 111 may display information from other game media in the extended drawing area of ​​the game media.

[0118] The display control unit 111 may set an extended drawing area that can be extended from the character display area for display.

[0119] The display control unit 111 may change the probability of activating an immersive mode that displays an extended drawing area that can be extended and displayed from the character display area, depending on at least one of the content of the event and the type of the event, and / or change the probability of each selected effect for multiple effects of the immersive mode that displays the extended drawing area.

[0120] The game control unit 112 executes game processing based on the player's input information (operation information). For example, the game control unit 112 may receive the player's input information (operation information) from the player's terminal device 20 and then perform game processing.

[0121] In other words, the game control unit 112 advances the game based on the player's input. For example, the game control unit 112 may cause the player's character to perform a predetermined action (e.g., an attack) to advance the game.

[0122] In particular, in this embodiment, the game control unit 112 performs game control based on the game medium.

[0123] Based on the result of the event activation, the server device 10 may have the display control unit 111 perform a process to change the display content of the character display area and / or related information display area, and the game control unit 112 perform a process to change the effect content of the game medium.

[0124] "Processing to change the display content of the related information display area" or "Processing to change the effect content of the game medium" is, for example, changing the parameters of a character associated with the game medium. The process involves at least one of the following: a process to add new parameters to a character associated with a game medium; and a process to change the appearance of a character associated with a game medium.

[0125] The selection unit 113 selects a game medium to be associated with a player from among multiple game mediums.

[0126] The selection unit 113 selects a second game medium by lottery from the deck for the second player, and / or selects a game medium having a predetermined relationship with the first game medium from the deck for the second player as the second game medium.

[0127] The reception unit 115 receives information from the player. For example, the reception unit 115 receives and accepts information from the player's terminal device 20 via the network.

[0128] The event control unit 116 controls game events.

[0129] For example, the event control unit 116 may control at least one of the content and type of events that occur on the extended drawing area.

[0130] Furthermore, the event control unit 116 may be configured to activate an event when the event activation conditions are met.

[0131] For example, the event control unit 116 controls a given event that occurs in the game based on information about a second character displayed in the extended drawing area. The event may include, for example, an effect granted to a first character associated with the first game medium, and / or an effect granted to a second character. The event may also include, for example, a perk granted to a first character associated with the first game medium, and / or a perk granted to a second character. Furthermore, the event may include, for example, a visual effect granted to a first character associated with the first game medium, and / or a visual effect granted to a second character.

[0132] The event control unit 116 may control the content of the event displayed in at least one of the character display area and the extended drawing area when the event activation conditions are met.

[0133] The event control unit 116 may determine whether to execute the event in the character display area or in the extended drawing area when the event activation conditions are met.

[0134] The event control unit 116 may determine the event activation conditions based on at least one of the game medium information, player information, and game status.

[0135] The server device 10 may be configured such that, when an event trigger condition is met, the event control unit 116 performs a process to set the content of the event to content related to the event trigger condition, and the display control unit 111 performs a process to set the display content of the event to display content related to the event trigger condition.

[0136] When the event activation conditions are met, the server device 10 performs the following processes: the event control unit 116 sets the content of the event to be related to the game medium that met the event activation conditions; and the display control unit 111 sets the display content of the event to the event The system may perform at least one of the following: setting the display content to match the game medium that has met the activation conditions.

[0137] The server device 10 may be configured such that, when an event trigger condition is met, the event control unit 116 performs a process to set the content of the event based on the game situation at the time the event trigger condition is met, and the display control unit 111 performs a process to set the display content of the event based on the game situation at the time the event trigger condition is met.

[0138] The server device 10 may be configured such that the display control unit 111 performs at least one of the following: a process to change the display content of the character display area based on the game progress during the event; a process to change the display content of the related information display area based on the game progress during the event; and a game control unit 112 performs a process to change the effect content of the game medium that is exerted in the game based on the game progress during the event.

[0139] The "process of changing the display content of the character display area" is, for example, at least one of the following: adding a new character to an extended drawing area or character display area that can be extended and displayed from the character display area; changing the type of character associated with the game medium; or changing the presentation of the character associated with the game medium.

[0140] The acquisition unit 117 controls the acquisition of game media. For example, it may acquire game media during gameplay, or it may acquire game media that corresponds to the player from among the selected game media.

[0141] The presentation unit 119 performs a process to present given information to the player's terminal device 20.

[0142] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (send and receive) data over the network.

[0143] For example, the communication control unit 120 transmits game-related information to the player's terminal device 20. The communication control unit 120 also receives player operation information received by the player's terminal device 20.

[0144] Furthermore, the communication control unit 120 receives information related to the game from the server device 10.

[0145] The management unit 122 manages game information and player information associated with player identification information for each player. The management unit 122 may also manage information such as in-game currency and items.

[0146] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 290 of the terminal device 20.

[0147] The image generation unit 130 is implemented by, for example, a processor such as a GPU or digital signal processor (DSP), a program such as a video signal IC or video codec, and a drawing frame IC memory such as a frame buffer.

[0148] The image generation unit 130 generates one game screen image (game screen) per frame (for example, 1 / 60th of a second) according to the game's progress. The image generation unit 130 outputs the generated image to the image buffer 172. The image generation unit 130 also transmits the generated image to the terminal device 20.

[0149] The image generation unit 130 generates an image (a so-called 3D image) that is visible from a virtual camera (a given viewpoint) within a virtual space (object space, game space).

[0150] For example, when the image generation unit 130 generates a 3D game image, it first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping, or perspective transformation. Based on the results of this processing, drawing data (position coordinates of primitive face vertices, texture coordinates, color data, normal vectors, or alpha values, etc.) is created. Then, based on this drawing data (primitive face data), the object (one or more primitive faces) after perspective transformation (after geometry processing) is drawn to the image buffer 172 (a buffer that can store image information on a pixel-by-pixel basis, such as a frame buffer or work buffer; VRAM). This generates an image that can be seen from a virtual camera (a given viewpoint) within the object space.

[0151] Furthermore, when multiple players play a multiplayer online game where data is sent and received over a network, the system generates an image for each player that follows the movement of the object being manipulated by that player, as seen from a virtual camera. In other words, it performs independent rendering processing according to each player. The image generation unit 130 may also generate a two-dimensional image within the virtual space.

[0152] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates (plays) game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.

[0153] [3] Terminal device Next, the terminal device 20 of this embodiment will be described using Figure 3. Figure 3 is an example of a functional block diagram showing the configuration of the terminal device 20 in this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (each part) in Figure 3 are omitted.

[0154] The input unit 260 is for the player to input operation data, and its function can be realized by a touch panel or a touch panel display. Specifically, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x,y) on a screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x,y) in a contact detection area (touch panel).

[0155] Furthermore, touch operations on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using fingertips or using input devices such as a stylus.

[0156] Furthermore, the input unit 260 may include buttons, levers, a keyboard, a steering wheel, a microphone, an acceleration sensor, etc., that can input input information (operation signals) other than the indicated position.

[0157] The memory unit 270 serves as a work area for the processing unit 200 and the communication unit 296, and its functions can be realized by RAM (VRAM) or the like. In this embodiment, the memory unit 270 includes a main memory unit 271 used as a work area, an image buffer 272 where the final display image and the like are stored, a game data storage unit 274 where game information indicating information about the game is stored, and a player information storage unit (player information storage unit) 275. Note that some of these may be omitted, or the memory unit 170 of the server device 10 may constitute some of them.

[0158] The image buffer 272 may store image data generated by the image generation unit 230, or image data received from the server device 10.

[0159] The game data storage unit 274 stores information about the game space in which the game is played, information about each character, information about the virtual camera, and other settings used in the game. The terminal device 20 may also store information received from the server device 10 in the game data storage unit 274.

[0160] The player information storage unit 275 stores player information. The terminal device 20 may also receive player information corresponding to the player ID from the server device 10 and store it in the player information storage unit 275.

[0161] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by optical discs (CDs, DVDs), magneto-optical discs (MOs), magnetic discs, hard disks, magnetic tapes, or memory (ROMs).

[0162] Furthermore, the information storage medium 280 can store programs for making the computer function as each part of this embodiment (programs for causing the computer to execute the processing of each part). The processing unit 200 performs various processing of this embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.

[0163] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, or HMD (head-mounted display), etc.

[0164] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 for the player to perform game operations by using a touch panel display. Here, as the touch panel, for example, a resistive type (4-wire, 5-wire), a capacitive type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type touch panel can be used.

[0165] The sound output unit 292 outputs the sound generated by this embodiment, and this function can be realized by a speaker or headphones, etc.

[0166] The communication unit 296 performs various controls for communicating with external devices (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0167] Furthermore, the terminal device 20 may receive programs and data for making the computer function as each part of this embodiment, which are stored in the information storage medium 180 and storage unit 170 of the server device 10, via the network, and store the received programs and data in the information storage medium 280 and storage unit 270. The case in which the terminal device 20 functions by receiving programs and data in this manner can also be included within the scope of the present invention.

[0168] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10, based on input data and programs from the input unit 260.

[0169] In particular, in this embodiment, the game processing includes a process to start the game when the game start conditions are met, a process to advance the game, and objects such as characters and enemy characters. This includes processes such as placing objects, displaying objects, calculating game results, or ending the game when the game termination conditions are met.

[0170] Furthermore, the processing unit 200 performs game processing (for example, processing for competitive games, etc.) based on the player input information input by the input unit 260. The processing unit 200 may also be executed in conjunction with the server device 10, or part or all of it may be formed in the server device 10.

[0171] Furthermore, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs.

[0172] The processing unit 200 includes a display control unit 211, a game control unit 212, a selection unit 213, a reception unit 215, an event control unit 216, an acquisition unit 217, a presentation unit 219, a communication control unit 220, an image generation unit 230, and a sound processing unit 240. Note that some of these units may be omitted.

[0173] The display control unit 211 performs the process of displaying the screen on the display unit 290. For example, the display control unit 211 may use a web browser for display. The display control unit 211 also displays information necessary during the game on the display unit 290 based on information transmitted from the server device 10. For example, the terminal device 20 displays the screen display information received from the server device 10.

[0174] Furthermore, the display control unit 211 may perform all or part of the same processing as the display control unit 110 of the server device 10.

[0175] The game control unit 212 executes game processing based on the player's input information (operation information). The game control unit 212 may perform all or part of the same processing as the game control unit 112 of the server device 10.

[0176] The selection unit 213 selects a game medium to be associated with a player from among multiple game media. The selection unit 213 may perform all or part of the same processing as the selection unit 113 of the server device 10.

[0177] The receiving unit 215 processes input from the player. For example, the receiving unit 215 may transmit the input information received by the terminal device 20 to the server device 10, and the server device 10 may receive the input information. The receiving unit 215 may perform all or part of the same processing as the receiving unit 115 of the server device 10.

[0178] The event control unit 216 controls game events. The event control unit 216 may perform all or part of the same processing as the event control unit 116 of the server device 10.

[0179] The acquisition unit 217 acquires a game medium to be associated with a player from among the selected game media. The acquisition unit 217 may perform all or part of the same processing as the acquisition unit 117 of the server device 10.

[0180] The display unit 219 performs the process of displaying given information on the display unit 290 of the player's terminal device 20. For example, the display unit 219 may display information received from the server device 10. The display unit 219 performs all or part of the same processing as the display unit 119 of the server device 10. You may perform the following process.

[0181] The communication control unit 220 performs data transmission and reception with each of the server devices 10. The communication control unit 220 also performs data storage in the storage unit 270, data analysis, and other control processing related to data transmission and reception.

[0182] Furthermore, the communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and server devices 10 in the storage unit 270 and information storage medium 280. The communication control unit 220 may also initiate communication with the server device 10 when it receives input information from the player to initiate communication.

[0183] In particular, the communication control unit 220 transmits player identification information and input information to the server device 10. The communication control unit 220 may also receive data (predetermined player parameters, player's web page, screen, etc.) from the server device 10.

[0184] The communication control unit 220 may perform data transmission and reception with the server device 10 at predetermined intervals, or it may perform data transmission and reception with the server device 10 when it receives input information from the input unit 260. In particular, the communication control unit 220 in this embodiment performs processing to receive given screen information (for example, screen information, etc.) from the server device 10.

[0185] The image generation unit 230 performs drawing processing based on various processes (e.g., game processing) performed by the processing unit 200, thereby generating an image, which is then output to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. The image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.

[0186] The sound processing unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generating (playing) game sounds such as background music, sound effects, or voices, and outputting them to the sound output unit 292. The sound processing unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.

[0187] In this embodiment, if multiple terminal devices 20 play a game using P2P or the like, one terminal device 20 may take on the role of a host and execute processing. In such a case, the host terminal device 20 may perform processing for each processing unit (part or all of each processing unit) of the server device 10.

[0188] Furthermore, the terminal device 20 of this embodiment may perform the same processing as the server device 10 and display an image on the display unit 290 of the terminal device 20.

[0189] [4] Overview of controlling the extended drawing area The game system of this embodiment relates to control for displaying the extended drawing area of ​​a game medium (e.g., a card game) in a game using a game medium (e.g., a competitive game).

[0190] For example, a player might set up a deck consisting of multiple cards to be used in the game, and then, by selecting the cards they want to use in a match, the contents of those cards might be displayed.

[0191] Figures 4A and 4B show examples of screens displayed on the display unit 290 of the player's terminal device 20. For example, as shown in Figure 4A, when the player selects card M1 during their turn, given information about the character associated with card M1 is displayed in the respective display areas A1, A2, A3, and A4.

[0192] Then, if certain conditions are met, information that cannot be displayed in the display areas A1 to A4 of card M1 is displayed in the extended drawing area. For example, if certain conditions are met, immersive mode is activated, and in immersive mode, information is displayed in the extended drawing area.

[0193] For example, the image of character CA on card M1 displayed in display area A3 is expanded, and the expanded image is displayed in the expanded drawing area. For example, as shown in Figures 4A and 4B, expanded drawing areas B32 and B33 are displayed. This provides the player with an immersive game experience. Display area A3 is the character display area where the character image is displayed.

[0194] For example, in this embodiment, the range that can be displayed in the extended drawing area may be controlled according to the parameters (e.g., level) of the character on card M1. Alternatively, the displayed object may be changed according to the parameters (e.g., level) of the character on card M1.

[0195] Furthermore, in this embodiment, for example, the extended rendering area may display not only information about the game media owned by the player themselves, but also information about game media owned by other players.

[0196] Furthermore, in this embodiment, the size and display content of the extended drawing area may be changed based on, for example, information about cards other than card M1 in the player's deck, or information about cards on the opponent's (e.g., enemy's) board. Also, based on the card information, processing that is advantageous to the player may be activated based on the information displayed in the extended drawing area.

[0197] For the sake of clarity, the following explanation will primarily focus on the control of the server device 10 that constitutes the game system, using an example where player P1 displays information related to the card game on the display unit 290 of the terminal device 20 to play the game. It should be noted that the terminal device 20 (game device) can also perform the same control as the server device 10.

[0198] [5] Card information In this embodiment, the game uses cards, and the information of each game medium (each card) is managed. Figure 5 shows an example of card information owned by player P1 (player ID=P1). The terminal device 20 stores the player's card information in the game data storage unit 274. In addition, the card information of other players may be stored in the game data storage unit 174 (or game data storage unit 274) in association with the player IDs of the other players.

[0199] For example, the card ID, character ID, character name, level, attribute, spatial information, attack power, and other parameter information for each card owned by player P1, as well as the character image for each card, are stored in the game data storage unit 174 and game data storage unit 274.

[0200] Furthermore, in this embodiment, deck information is managed for use in a card game. For example, based on the input information of player P1, a deck (party, group) consisting of multiple cards owned by player P1 is constructed (configured) on the deck editing screen. Player P1's deck information is stored in the game data storage unit 174 and game data storage unit 274.

[0201] The server device 10 stores each player's card information and deck information in the game data storage unit 174.

[0202] Player P1's terminal device 20 obtains and manages the card information and deck information of other players from the other players' terminal devices 20 or server device 10.

[0203] [6] Description of cards used electronically The card of this embodiment is an electronically used card. In other words, the card of this embodiment is an intangible digital card.

[0204] In other words, the server device 10 or terminal device 20 of this embodiment can use digital cards instead of tangible cards (physical cards). Players can create decks in a virtual space and play online matches. This makes it possible to play against players in remote locations, and card collection and trading can also be done online. Furthermore, there is no need to manage physical cards.

[0205] [7] Control using tangible cards The cards in this embodiment may be physical cards that actually exist (for example, paper cards, plastic cards, physical cards on discs, etc.). These cards have information about the character printed on them using barcodes or QR codes (registered trademarks). The card reader (reading unit) of the cabinet (an example of a game device) obtains information about the character used in the game by reading the barcodes or QR codes (registered trademarks). Such a cabinet may also have a dispensing function that dispenses new cards to the player.

[0206] In this embodiment, at least one of the following controls is controlled based on the timing when a card is read into a given medium (e.g., a card reader in the enclosure) and / or when the card is moved on a predetermined field where the card is placed: a control to display the extended drawing area, a control to move the extended drawing area, and a control to expand the extended drawing area. This further enhances the enjoyment of the card game.

[0207] [8]Display area The display area is the area used to display information about the card. It is the area that serves as the basis for the expansion of the extended drawing area, which will be described later. The term "display area" may also be referred to as the "base area" or "normal area."

[0208] In this embodiment, predetermined information about the character associated with each card is displayed in the display area for each card.

[0209] "Specified information about the character" refers to the character's name, image (picture), parameters (health points, attack power, defense power, etc.), abilities (skills), level, attribute, status, special moves (techniques), etc. Note that "specified information about the character" can also be rephrased as "character information."

[0210] In this embodiment, information about the character associated with the card is displayed in the display area. For example, as shown in Figure 4A, on the screen G31 of the display unit 290 of the player P1's terminal device 20, the name of the character associated with card M1 (e.g., CA) is displayed in display area A1. The HP value (e.g., 100) of character CA of card M1 is displayed in display area A2.

[0211] Additionally, the image of character CA from card M1 will be displayed in display area A3. In other words, an image (2D or 3D image) containing character CA will be displayed in display area A3. Area A3 can also be described as the character display area where the character's image is displayed.

[0212] In this embodiment, the character image may not be displayed in the display area and / or extended drawing area before a predetermined condition is met, and the character image may be displayed in the display area and / or extended drawing area when the predetermined condition is met. In other words, in this embodiment, the character CA image of card M1 may not be displayed in display area A3 before immersive mode is activated, and the character CA image of card M1 may be displayed when the predetermined condition is met and immersive mode is activated. When immersive mode is activated, the character CA image of card M1 may be displayed as shown in screens G31 and G32 of Figure 4A, or as shown in screens G33 and G34 of Figure 4B. Alternatively, when immersive mode is activated, the character CA image of card M1 may be displayed as shown in screen G31 of Figure 4A, and then subsequently as shown in screens G32 of Figure 4A and screens G33 and G34 of Figure 4B.

[0213] In this way, players can only see the character CA images when they enter immersive mode, thus providing them with an incentive to activate immersive mode.

[0214] Additionally, display area A4 displays related information about the character CA, such as the attack power value of the character CA on card M1 (for example, 10). Display area A4 can also be called the related information display area, which displays related information about the character.

[0215] In addition, in Figure 4A, the area displayed on screen G31 of the display unit 290 of the terminal device 20 of player P1 may be used as the display area itself.

[0216] In this embodiment, the timing for displaying predetermined information can be any given timing after the start of the game. For example, it could be the timing when player P1 performs an operation to display predetermined information about character CA on card M1, or the timing when card M1 is obtained.

[0217] [9] Explanation of the specified conditions (conditions for activating immersive mode) In this embodiment, it is determined that the system has entered immersive mode (extended rendering state) when predetermined conditions (conditions for activating immersive mode) are met. In other words, in this embodiment, immersive mode is activated when predetermined conditions are met.

[0218] For example, during player P1's turn, if a player is playing a game using cards from their deck, editing their deck, editing cards (including characters), training characters associated with a card, or viewing cards, it is determined that a predetermined condition has been met during a given period of time.

[0219] In this embodiment, predetermined conditions are determined based on at least one of the game situation, player information, and character information of the character.

[0220] In this embodiment, when immersive mode is activated, it will terminate if the termination condition is met. For example, immersive mode will terminate when the display period of the extended drawing area (the duration of immersive mode) ends.

[0221] (1) Game status information The game situation refers to the progress of the game. For example, the game situation is the state of the players' cards. This includes synthesis status (e.g., number of card synthesis attempts), item usage, parameter values, turn progression (number of player turns, number of opponent turns), whether an event occurred, player advantage / disadvantage status (information indicating that player P1 is currently at an advantage (or disadvantage)), draw status, field status, etc.

[0222] For example, if card M1 is displayed in the display area, it may be determined that the predetermined conditions have been met when multiple cards (characters) including card M1 are combined (fused).

[0223] Furthermore, for example, if card M1 is displayed in the display area, it may be determined that a predetermined condition has been met when an item of card M1 (character CA associated with the card) is used.

[0224] Furthermore, for example, if card M1 is displayed in the display area, it may be determined that a predetermined condition has been met if the parameters of the character CA associated with card M1 (health value, attack power, defense power, etc.) are above or below a predetermined value.

[0225] Furthermore, a predetermined condition may be determined to have been met depending on the progress of turns. For example, a predetermined condition may be determined to have been met when a predetermined number of turns (e.g., 1 turn) have passed for player P1. The progress of turns refers to situations such as when a turn begins (if a turn is defined as one unit in which each player takes turns acting), when a player's or opponent's turn begins, when a card character is trained, evolved, or used in battle, or when a player's or opponent's turn ends.

[0226] Furthermore, in this embodiment, if an event occurs, it may be determined that a predetermined condition has been met.

[0227] Furthermore, in this embodiment, it may be determined that a predetermined condition has been met if the player's situation is advantageous or disadvantageous. Also, it may be determined that a predetermined condition has been met if the player's situation is advantageous and an immersive mode activation operation is received, or if the player's situation is disadvantageous and an immersive mode activation operation is received.

[0228] Furthermore, in this embodiment, it may be determined that predetermined conditions have been met based on the lottery status (selection status). For example, it may be determined that predetermined conditions have been met if a winner is selected through a given lottery process (selection process).

[0229] In this embodiment, it may also be determined that a predetermined condition has been met based on the field situation. The field situation is information indicating the arrangement of cards on each field (board) for the player and the opponent, the types of cards that have been placed, and the effects of cards that are influencing the current turn or game (active effects) (for example, information such as "It is currently Player P1's turn, and there is an effect that activates Player P1's special move").

[0230] For example, a predetermined condition may be determined to be met when there are no more cards (for example, cards other than card M1) on player P1's field.

[0231] Furthermore, for example, if the card arrangement on the field for player P1 is in a favorable position, it may be determined that the predetermined conditions have been met.

[0232] (2) Player Information Player information includes player operation information, play time, billing (including subscription-based billing), rank, level, etc.

[0233] For example, if player P1 has card M1 from the deck displayed in the display area, and the system receives an instruction from player P1 to activate immersive mode, it may be determined that the predetermined conditions have been met.

[0234] For example, if a player's playtime exceeds a predetermined period (e.g., 10 hours or more), it may be determined that the predetermined conditions have been met.

[0235] Furthermore, if a player has a history of making a payment, it may be determined that the specified conditions have been met.

[0236] Furthermore, if the amount a player spends exceeds a certain amount, it may be determined that the specified conditions have been met.

[0237] Furthermore, if the player is using a subscription-based billing model (a form of billing where the player continuously uses the service through regular payments), it may be determined that the specified conditions have been met.

[0238] Furthermore, if the player's level (rank) is above a predetermined value (for example, 10 or higher), it may be determined that the predetermined conditions have been met.

[0239] (3) Information on game media In this embodiment, the system may determine whether a predetermined condition has been met based on information from the game medium (e.g., card information). For example, the system may determine whether a predetermined condition has been met based on the information of character CA of card M1 displayed in display areas A1 to A4.

[0240] Game media information refers to character information associated with the game medium, including the period of time the character was used in the game, payment (including subscription-based payments), character level (rank), rarity, effects, skills (techniques), characteristics, etc. Rarity indicates the degree of scarcity. A higher rarity value indicates a higher degree of scarcity.

[0241] For example, if the period of play using the character CA of card M1 exceeds a predetermined period (e.g., 10 hours or more), it may be determined that the predetermined conditions have been met.

[0242] Furthermore, if a player has a history of making charges for a character CA, it may be determined that the predetermined conditions have been met.

[0243] Furthermore, if a player is paying for a character CA on a subscription basis, it may be determined that the specified conditions have been met.

[0244] Furthermore, if the rank (level) of the character CA is above a predetermined value (for example, 10 or higher), it may be determined that the predetermined conditions have been met.

[0245] If the rarity of the character CA is above a predetermined value (3 or higher), it may be determined that the predetermined conditions have been met.

[0246] Additionally, if a character's CA (Character Action) possesses a special skill (for example, a skill that paralyzes the opponent character and inflicts special damage), it may be determined that the predetermined conditions have been met. Paralysis refers to rendering the opponent character unable to act (unable to attack or retreat) for their turn (for example, for one turn).

[0247] Furthermore, if the combination of characters is a specific combination, it may be determined that a predetermined condition has been met. For example, if character CA and character CB have the same attribute, it may be determined that a predetermined condition has been met.

[0248] Furthermore, if the combination of character CA and field is a specific combination, it may be determined that a predetermined condition has been met. For example, if the character CA and field are compatible, it may be determined that a predetermined condition has been met. Note that the compatibility between characters and fields is predetermined.

[0249]

[10] Explanation of drawing methods for extended drawing areas Furthermore, in this embodiment, given information is displayed in an extended drawing area that can be extended from the display area when predetermined conditions are met.

[0250] An extended drawing area is an area that can be extended from the display area and drawn on. For example, in this embodiment, the extended drawing area is defined as the area in the virtual space where the image visible from the virtual camera, which has changed since the image in the display area was drawn, is drawn.

[0251] In this embodiment, when a predetermined condition (immersive activation condition) is satisfied, the immersive mode is activated and an extended drawing area is displayed. That is, in this embodiment, when the immersive mode is activated, part or all of the images in the extended drawing area are displayed. Note that the extended drawing area may also be referred to as an immersive area or an extended area. Further, the image displayed in the extended drawing area may be a moving image.

[0252] In this embodiment, for example, as shown in FIG. 4A, among the plurality of display areas A1 to A4 to be displayed, the area extended from the display area A3 is used as the extended drawing area. The extended drawing area is, for example, an image obtained by photographing the character CA as the subject from a virtual camera in a virtual space.

[0253] Next, the processing at the time of activating the immersive mode will be described in detail.

[0254] First, as shown in FIG. 4A, before the immersive mode is activated, the information of the card M1 selected by the player P1 is displayed on the screen G31.

[0255] Then, as shown in FIG. 4A, when the immersive mode is activated, as shown in FIG. 4B, the virtual camera is controlled so that the character CA as the subject is displayed largely. For example, the virtual camera is zoomed in, or the virtual camera is moved so that the distance between the virtual camera and the character CA becomes shorter. Then, the image visible from the virtual camera is displayed on the screen G2 as the image of the extended drawing area B32. For example, the image in which the display area A3 of the character CA on the screen G31 is enlarged is set as the image of the extended drawing area B32.

[0256] Note that, as shown in FIG. 4B, along with the display of the image of the extended drawing area B32, for example, the display frame of the card M1 before the immersive mode is activated is removed, and the information of the display areas A1, A2, and A4 before the immersive mode is activated is also erased. As a result, the worldview of the pattern of the card M1 is controlled to be displayed on the screen.

[0257] Subsequently, as shown in Figure 4B, in this embodiment, the displayed image is switched to an image for immersive mode. That is, the image of the extended drawing area B33 is displayed on screen G33. Since the character CA is displayed, there is continuity in the world view of the image. Alternatively, the image may be not switched. For example, the background may be changed for the immersive image. You may also modify objects other than the character CA, apply effects to them, etc.

[0258] Subsequently, the virtual camera is controlled so that the subject character CA is displayed smaller, as shown in screen G34. For example, the virtual camera is zoomed out, or the virtual camera is moved so that the distance between the virtual camera and the subject increases. Then, the image visible from the virtual camera is displayed on screen G34 as the image of the extended drawing area B34.

[0259] Subsequently, in this embodiment, during the period when immersive mode is activated, at least one of the virtual camera's viewpoint, orientation, and field of view may be adjusted. For example, control such as changing the orientation of the virtual camera left or right (pan control) may be performed.

[0260] In addition, the extended drawing area may be displayed along with at least one of the display areas A1, A2, and A3, not just display area A3.

[0261] For example, as shown in Figures 4A and 4B, before immersive mode is activated, the image of character CA in display area A3 is displayed on screen G31. However, the surroundings of character CA are not visible. After immersive mode is activated, the extended rendering area B34 is displayed on screen G34, allowing player P1 to recognize the surroundings, such as the presence of character CB next to character CA. In this way, in this embodiment, displaying the extended rendering area enhances the sense of immersion in the game for player P1.

[0262] (1) Image of the 2D extended drawing area In this embodiment, a two-dimensional planar image D1 may be generated as an image to be displayed in the extended drawing area based on the image visible from the virtual camera C.

[0263] For example, as shown in Figure 6, when immersive mode is not activated (normal state), the image F8-1, as seen from the viewpoint CP1 of the virtual camera C with respect to image D1, is generated as the image for the display area A3 of card M1. For example, the image F8-1 of character CA on card M1 is generated as the image for the display area.

[0264] When immersive mode is activated, virtual camera C is moved from position CP1 to position CP0. For example, the viewpoint is moved in the direction of the line of sight. In other words, virtual camera C is controlled to move closer to the subject. Alternatively, the field of view of virtual camera C may be zoomed in to make the subject appear larger. Then, image F8-0, which is visible from viewpoint CP0 relative to image D1, is generated as the image of the extended drawing area to be displayed while immersive mode is activated.

[0265] Then, the virtual camera C is moved from position CP0 to position CP2. For example, it is moved horizontally in the opposite direction to the line of sight. For example, the virtual camera C is controlled to move away from the subject. Alternatively, the field of view of the virtual camera C may be zoomed out to make the subject appear smaller. Then, the image F8-2, which is visible from viewpoint CP2 relative to image D1, is generated as the image of the extended drawing area to be displayed when immersive mode is activated. For example, the image F8-2, which includes characters CA and CB of card M1, is generated as the image of the extended drawing area of ​​card M1.

[0266] Subsequently, while immersive mode is active, control may be performed to change the orientation of virtual camera C (for example, by panning the virtual camera) to generate an image of the extended rendering area.

[0267] Also, for example, as shown in Figure 7, the state in which immersive mode is not activated (normal state) In this state, image F9-1, as seen from the viewpoint CP1 of virtual camera C, is generated as the image in display area A3 for image D1. For example, image F9-1 ​​of character CA on card M1 is generated as the image in display area A3.

[0268] When immersive mode is activated, the virtual camera C is moved horizontally from viewpoint CP1 to viewpoint CP3 relative to image D1, parallel to the projection plane (perpendicular to the line of sight). For example, the virtual camera is tracked. Then, image F9-2, as seen from viewpoint CP3, is generated as the image for the extended drawing area displayed while immersive mode is activated. For example, image F9-2, which includes characters CA and CB of card M1, is generated as the image for the extended drawing area of ​​card M1.

[0269] Although not shown in the diagram, in this embodiment, while immersive mode is activated, not only the viewpoint of virtual camera C but also its orientation and field of view may be controlled. For example, the orientation of the virtual camera may be changed (for example, pan control to rotate the virtual camera left or right). Alternatively, when immersive mode is activated, the orientation and field of view of virtual camera C may be controlled to generate an image of the extended rendering area.

[0270] (2) Image of the 3D extended drawing area In this embodiment, an image visible from the virtual camera C in a three-dimensional virtual space may be generated as an image to be displayed in the extended rendering area.

[0271] For example, as shown in Figure 8, when immersive mode is not activated (normal state), the character CA of card M1 is placed in the 3D virtual space, and the image F10-1 visible from the viewpoint CP1 of the virtual camera C is generated as the image in display area A3. For example, the image F10-1 of the character CA of card M1 is generated as the image in display area A3.

[0272] When the immersive mode is activated, the virtual camera C is moved from the position CP1 to the position CP0. For example, the viewpoint is moved in the line-of-sight direction. That is, the virtual camera C is controlled so as to approach the subject. Note that the angle of view of the virtual camera C may be zoomed in so that the subject becomes larger. Then, the image F10-0 visible from the viewpoint CP0 is generated as the image of the extended drawing area to be displayed during the activation of the immersive mode.

[0273] Then, the virtual camera C is moved from the position CP0 to the position CP2. For example, it is horizontally moved in the direction opposite to the line-of-sight direction. For example, the virtual camera C is controlled so as to move away from the subject. Note that the angle of view of the virtual camera C may be zoomed out so that the subject becomes smaller. Then, the image F10-2 visible from the viewpoint CP2 is generated as the image of the extended drawing area to be displayed during the activation of the immersive mode. For example, an image F10-2 including the characters CA and CB of the card M1 is generated as the image of the extended drawing area of the card M1.

[0274] Thereafter, during the activation of the immersive mode, control for changing the orientation of the virtual camera C (for example, control for panning the virtual camera) may be performed to generate an image of the extended drawing area.

[0275] Also, for example, as shown in FIG. 9, in a state where the immersive mode is not activated (normal state), in the three-dimensional virtual space, the character CA of the card M1 is arranged, and the image F11-1 visible from the viewpoint CP1 of the virtual camera C is generated as the image of the display area. For example, the image F11-1 of the character CA of the card M1 is generated as the image of the display area.

[0276] When the immersive mode is activated, the virtual camera C is horizontally moved from the viewpoint CP1 to the viewpoint CP3 so as to be parallel to the projection plane (in the direction perpendicular to the line-of-sight direction). For example The virtual camera is tracked. Then, the image F11-2 visible from viewpoint CP3 is generated as the image for the extended drawing area of ​​card M1 to be displayed when immersive mode is activated. For example, the image F11-2 containing the characters CA and CB of card M1 is generated as the image for the extended drawing area of ​​card M1.

[0277] Although not shown in the diagram, in this embodiment, while immersive mode is activated, not only the viewpoint of virtual camera C but also its orientation and field of view may be controlled. For example, the orientation of the virtual camera may be changed (for example, pan control to rotate the virtual camera left or right). Alternatively, when immersive mode is activated, the orientation and field of view of virtual camera C may be controlled to generate an image of the extended rendering area.

[0278] (3) Trimming the display area In this embodiment, the transition from the display area to the extended drawing area may be performed by trimming (cutting) the display area.

[0279] For example, as shown in Figure 4A, when immersive mode is activated, the character display area A3 is trimmed. In other words, the display area A3 of character CA becomes the trimmed area.

[0280] Then, the cropping area is enlarged. For example, the field of view of the virtual camera is narrowed to zoom in. In this embodiment, when the cropping area is enlarged, display objects other than the cropping area may be erased. Alternatively, after enlarging the cropping area, the image may be switched to one for immersive mode.

[0281] Next, the system controls the display of the subject character CA to be made smaller (scaled down). For example, the virtual camera is zoomed out, or the virtual camera is moved so that it is farther from the subject. Then, the image visible from the virtual camera is displayed on the screen as the image of the extended rendering area.

[0282]

[11] Information displayed in the extended drawing area The information displayed in the extended rendering area is not limited to image information. For example, the information displayed in the extended rendering area may include the parameters of the character associated with the card, various character stats, battle history, card ownership history, character evolution information (e.g., evolution map), information on materials required for synthesis, special move animations, skills, items, buff effects (advantageous effects), debuff effects (disadvantageous effects), etc.

[0283]

[12] Example of an extended drawing area 1 Figure 10 shows an example of screen G3 after immersive mode is activated. In other words, Figure 10 shows an example of the screen while immersive mode is activated. In the example of Figure 10, the area B1 to B4 on the outer edge of the display area A1 to A4 is designated as the extended drawing area. In other words, the extended drawing area B1 to B4 may be a different area from the display area A1 to A4.

[0284] The extended drawing areas B1 to B4 display information about the card's character (related information) that is not displayed in the display areas A1 to A4.

[0285] For example, the extended drawing area B1 displays related information about the character CA associated with card M1, such as the character CA's defense power, level, battle history, ownership history, synthesis history, evolution information, items owned by the character CA, advantageous effects, and skills. For example, player P1 can display the extended drawing area B1 on screen G3 by performing an operation such as swiping the screen.

[0286] Additionally, the extended drawing area B2 displays the image of character CA-1, which is the evolved form of character CA from card M1.

[0287] Additionally, the extended drawing area B3 displays information about the material cards required when combining the character CA of card M1. For example, combining card M1 (character CA) with material card M2 (character CB) can generate a new card M23 (character CAB).

[0288] Additionally, the extended drawing area B4 may display the skill tree of character CA from card M1. The skill tree is an image of a grid where skills (abilities) can be acquired sequentially in the game. When a specific skill is acquired, the next skill is unlocked. Player P1 can acquire the unlocked skills by consuming parameters. For example, in a skill tree composed of multiple squares, the extended drawing area B4 may display the squares of acquired skills in a specific color.

[0289] For example, based on input information from player P1 (e.g., swipe operation information), each extended drawing area B1 to B4 is displayed on screen G3.

[0290] In other words, as shown in Figure 10, in screen G3 while immersive mode is activated, the content of screen G3 displayed in display areas A1 to A4 and the content displayed in the extended drawing area can be switched based on the input information from player P1.

[0291] For example, as shown in Figure 11, when player P1 swipes left on screen G3 of terminal device 20, the extended drawing area B2 can be displayed. This allows player P1 to see the image of character CA-1, which is the evolved form of character CA on card M1. In this embodiment, given information about character CA on card M1 that is not displayed in the display area can be displayed in the extended drawing areas B1 to B4. In other words, even when the information that can be displayed is limited, such as in the display areas A1 to A4, by activating immersive mode, information about character CA that cannot be displayed in the display areas A1 to A4 can be displayed in the extended drawing areas B1 to B4.

[0292]

[13] Example of an extended drawing area 2 Figure 12 shows an example of screen G4 after immersive mode is activated. In this embodiment, an expanded image of the character CA of card M1 displayed in display area A3 is drawn in the expanded drawing area B5, and a portion of the drawn expanded drawing area is displayed on screen G4 of player P1's terminal device 20. In this embodiment, the area including the outer perimeter of display area A3 may be interpreted as the expanded drawing area. Player P1 can recognize aspects that were not visible in display area A3.

[0293] Although not shown in the diagram, the extended drawing area B5 may be displayed on screen G4 so that all images drawn in the extended drawing area B5 fit within screen G4.

[0294] Alternatively, the player P1 may be used to move and display the image drawn in the extended drawing area B5 on screen G4 by swiping.

[0295] The image drawn in the extended drawing area B5 may be a 2D image, or it may be a 3D image generated from the view of a virtual camera placed in a 3D virtual space.

[0296]

[14] The same virtual space In this embodiment, the image of the display area may be drawn and the image of the extended drawing area may be drawn in the same virtual space (a two-dimensional or three-dimensional virtual space).

[0297] For example, as shown in Figure 6, in the same two-dimensional virtual space plane image D1, an image F8-1 (e.g., an image including character CA) of the display area A3 is generated, and an image F8-2 (e.g., an image including character CA and character CB) of the extended drawing area is generated.

[0298] Furthermore, as shown in Figure 8, for example, within the same three-dimensional virtual space, image F10-1 (for example, an image including character CA) is generated in display area A3, and image F10-2 (for example, an image including character CA and character CB) is generated in the extended drawing area.

[0299]

[15] Range of drawing target In this embodiment, the range of the drawing target in the virtual space of the extended drawing area may be wider than the range of the drawing target in the display area. This range may be two-dimensional or three-dimensional.

[0300] For example, as shown in Figures 4A and 4B, the range of the 2D virtual space in the extended drawing area B34 is made wider than the range of the display area A3 of character CA. In this way, after immersive mode is activated, player P1 can be immersed in a space expanded beyond the display area A3.

[0301] Furthermore, in a three-dimensional virtual space, the field of view of the extended rendering area visible from the virtual camera may be wider than the field of view of the display area visible from the virtual camera.

[0302]

[16] Extended drawing area based on the character display area In this embodiment, an extended drawing area may be displayed based on a character display area in which at least a character image is displayed, among a plurality of display areas.

[0303] For example, as shown in Figure 10, in screen G3 after immersive mode is activated, extended drawing areas B1, B2, B3, and B4 may be displayed around the outer edge of display area A3 (character display area) where the image of character CA of card M1 is displayed.

[0304] Furthermore, as shown in Figure 13, for example, in the screen G12 after immersive mode is activated, the extended drawing area B12 may be displayed in the same area as the display area A3 (character display area) where the image of character CA is displayed. In other words, the extended drawing area B12 may be displayed up to the outer frame of the display area A3 (character display area).

[0305]

[17] Example of controlling the extended drawing area 1 In this embodiment, the extended drawing area is controlled based on at least one of the game medium information and the player information.

[0306] For example, in this embodiment, the drawing mode of the extended drawing area may be controlled based on card information and / or player information.

[0307] (1) Control of the display range (display area) In this embodiment, the range (display area) in which the extended drawing area is displayed may be controlled based on the card information and / or player information.

[0308] Controlling the displayed area includes determining what is displayed, switching between displayed content, and controlling virtual cameras in the virtual space.

[0309] For example, as shown in Figure 10, the number of extended drawing areas (number of display frames) for displaying information related to character CA of card M1 may be controlled based on card information (e.g., character level, rarity, character skills) and / or player information (e.g., player level, whether or not they pay, whether or not they have a subscription-based payment system, items used).

[0310] Furthermore, in this embodiment, the display content of the extended drawing area B2 may be switched based on card information (e.g., character level, rarity, character skills) and / or player information (e.g., player level, whether or not a payment is made, whether or not a subscription-type payment is made, items used). For example, if the character level (or player level) is above a predetermined value (e.g., 10 or more), the display content of the extended drawing area B2 may be switched from the image of character CA to the image of character CA-1, which is the evolved form of character CA.

[0311] In this embodiment, the virtual camera C placed in the virtual space may be controlled based on the card information and / or player information.

[0312] For example, as shown in Figure 6, based on card information (e.g., character level, rarity, character skills) and / or player information (e.g., player level, whether or not they are paying, whether or not they are using a subscription service, items used), movement control is performed to move the virtual camera backward in the direction of the line of sight, thereby controlling the size of the extended rendering area (e.g., the field of view of the virtual camera, field of view range) to be increased.

[0313] For example, the higher the character's level and / or the player's level, the wider the field of view of the virtual camera. The higher the character's level and / or the player's level, the wider the movement range and / or movable range of the virtual camera. In this way, the player can gain a deeper understanding of the virtual space in which the character CA exists, and this can motivate the player to level up.

[0314] (2) Control of display period In this embodiment, the duration for which the extended drawing area is displayed may be controlled based on the card information and / or player information.

[0315] For example, by limiting the display period of the extended rendering area to a predetermined time (e.g., 5 seconds), the player's motivation to activate immersive mode can be strengthened.

[0316] In this embodiment, the display period is controlled based on card information (e.g., character level, rarity, character skills) and / or player information (e.g., player level, whether or not they are paying, whether or not they are using a subscription service, items used).

[0317] For example, the display period can be controlled to be longer the higher the character's level and / or the player's level.

[0318] (3) Display and presentation control In this embodiment, the visual effects when the extended rendering area is displayed may be controlled based on card information (e.g., character level, rarity, character skills) and / or player information (e.g., player level, whether or not a payment has been made, whether or not a subscription-based payment has been made, items used).

[0319] For example, if the character's level and / or the player's level are above a predetermined value (e.g., 10 If the conditions are met (above), a three-dimensional extended drawing area is displayed as shown in Figures 4A and 4B. On the other hand, if the character level and / or player level are below a predetermined value (for example, less than 10), a two-dimensional extended drawing area is displayed as shown in Figure 10.

[0320] Furthermore, if the rarity of card M1 is above a predetermined value (for example, 4 or higher), a three-dimensional extended drawing area may be displayed as shown in Figures 4A and 4B.

[0321] Furthermore, players who have made a payment may be shown a 3D extended rendering area, as shown in Figures 4A and 4B.

[0322]

[18] Example 2 of controlling the extended drawing area In this embodiment, the contents of the extended drawing area may be controlled based on the card information and / or player information. The contents include, for example, the drawing content, effects, parameters, information, and effects related to the character CA of card M1. In other words, in this embodiment, at least one of the following may be controlled based on the card information and / or player information: control of character effects, control of character parameters, and control of effects applied to the player or character.

[0323] (1) Control of the performance In this embodiment, the display of character-related effects may be controlled based on card information and / or player information. These effects include, for example, displays related to changes in the image, special attack effects, and skill demos.

[0324] For example, after immersive mode is activated, as shown in Figures 4A and 4B, when displaying the character CA image of card M1 during immersive mode, the effects related to the character CA displayed in the extended drawing area (e.g., extended drawing areas B32, B33, B34) are controlled based on player P1's information (e.g., parameters such as level, whether or not there is a charge, whether or not there is a subscription-type charge) and / or the character CA's parameters (e.g., level, rarity).

[0325] In this embodiment, for example, if the character's level and / or the player's level is above a predetermined value (e.g., 10 or more), the system controls the extended rendering area to reproduce special moves and skill effects as movies (videos). On the other hand, if the character's level and / or the player's level is below a predetermined value (e.g., less than 10), the system displays special moves and skill effects as text in the extended rendering area.

[0326] For example, the higher the player P1's level, the more elaborate the visual effects will be. Also, the higher the character CA's level, the more elaborate the visual effects of skills and special moves displayed in the extended rendering area will be. More elaborate visual effects could include, for example, applying special effects such as making images glow.

[0327] For example, the extended drawing area may be unlocked (made visible) when the character level and / or player level are above a predetermined value (e.g., 10 or higher). Conversely, the extended drawing area may be locked (made invisible) when the character level and / or player level are below a predetermined value (e.g., less than 10).

[0328] Furthermore, the extended drawing area may be unlocked (made visible) if the rarity of card M1 is above a predetermined value (for example, 4 or higher). In other words, the extended drawing area may be locked (made invisible) if the character's level and / or the player's rarity is below a predetermined value (for example, less than 4).

[0329] Furthermore, players who have made a payment may be shown a 3D extended rendering area, as shown in Figures 4A and 4B.

[0330] (2) Control of the display of information regarding parameters, synthesis, evolution, and status In this embodiment, information regarding character parameters, synthesis, evolution, and status (related information) may be displayed based on card information and / or player information.

[0331] For example, after immersive mode is activated, as shown in Figure 10, the amount of information about the character CA (parameters, synthesis, enhancement, status information) displayed in the extended rendering areas B1 to B4 is controlled based on information about player P1 (e.g., parameters such as level, whether or not they are paying, whether or not they are a subscription-type payment) and / or the parameters of the character CA (e.g., level, rarity).

[0332] In this embodiment, if the character level is above a predetermined value (e.g., 10 or higher), more information about the character CA may be displayed in the extended rendering area than when the character level is below a predetermined value (e.g., less than 10). For example, if the character level is above a predetermined value (e.g., 10 or higher), all the information shown in extended rendering areas B1, B2, B3, and B4 in Figure 10 can be displayed. On the other hand, if the character level is below a predetermined value (e.g., less than 10), the parameters and evolved character image in extended rendering areas B1 and B2 in Figure 10 can be displayed, while the information in B3 and B4 (e.g., synthesis information and skill tree information) cannot be displayed. In addition to the character level, the amount of information displayed in the extended rendering area may be adjusted (increased or decreased) based on the player's level, whether or not they have made a payment, and the character's rarity.

[0333] Furthermore, not only during battles, but also when displaying the extended rendering area on the character editing screen, information regarding the character's parameters, synthesis, evolution, and status (related information) may be displayed based on the card information and / or player information.

[0334] (3) Control of effects In this embodiment, the effects granted to the player or character may be controlled based on the card information and / or player information.

[0335] For example, in this embodiment, based on information about player P1 (e.g., parameters such as level, whether or not there are charges, whether or not there are subscription-type charges), parameters of character CA (e.g., level, rarity), and / or type of character CA, at least one of the items granted to player P1, items granted to character CA, and the content of advantageous effects that occur in the game may be controlled via an extended rendering area.

[0336] For example, if the level of player P1 and / or character CA (an example of a parameter) is above a predetermined value (for example, 10 or higher), after displaying the extended drawing area, an item advantageous to player P1 may be granted.

[0337] Furthermore, if the level of player P1 and / or character CA (an example of a parameter) is above a predetermined value (for example, 10 or higher), a predetermined value (for example, 20) may be added to the parameter (for example, character CA's attack power, defense power, health value, etc.) to make it advantageous for player P1. Note that the higher the level of player P1 and / or character CA, the greater the added value may be. In other words, the higher the level of player P1 and / or character CA, the greater the effect (the more additional effects are granted).

[0338] Furthermore, the type of character CA refers to whether or not it has evolved, the type of attribute, etc. For example, if a character CA is in its evolved state, a predetermined value (e.g., 20) may be added to the parameters (e.g., the character CA's attack power, defense power, health value, etc.) to make them advantageous for player P1. On the other hand, if a character CA is in its pre-evolution state, this advantageous control (the control that adds the treatment value to the parameters) is not performed.

[0339] Furthermore, in this embodiment, at least one of the types and number of character parameters displayed on the extended drawing area may be controlled based on the parameters of player P1 and / or the parameters of character CA.

[0340] For example, the higher the level of player P1 and / or character CA, the more characters may be displayed in the extended drawing area.

[0341] Additionally, when displaying the character CA of card M1 in the extended drawing area, the higher the level of player P1 and / or character CA, the more types of parameters of the character CA (for example, attack power parameters, defense power parameters, health value parameters, etc.) may be displayed.

[0342] (4) Event control In this embodiment, events occurring on the extended drawing area (immersive area) may be controlled.

[0343] For example, in this embodiment, the content of events occurring on the extended drawing area and at least one of the types of events may be controlled.

[0344] For example, if the level of player P1 (which may be the level of character CA or the level of card M1) is above a predetermined value (e.g., 10 or higher), an event is triggered in which an item is placed in the immersive area and the item is retrieved. For example, an event related to the object placed in the immersive area may be triggered. For example, an event is triggered in which one flower is placed in the immersive area. In this embodiment, if the level is above a predetermined value (e.g., 20 or higher), the event may be changed from one flower blooming to 100 flowers blooming. In this embodiment, the event may be changed to one where 100 flowers bloom based on a given probability. For example, the higher the level, the higher the probability of the event changing to one where 100 flowers bloom.

[0345] Furthermore, in this embodiment, if the level of player P1 (which may be the level of character CA or the level of card M1) is above a predetermined value (for example, 10 or more), the number of events to be triggered in the extended drawing area may be increased.

[0346] Furthermore, in this embodiment, if the level of player P1 (which may be the level of character CA or the level of card M1) is greater than or equal to a predetermined value (for example, 10 or more), an event may be generated in the extended drawing area.

[0347] Furthermore, the higher the level of Player P1 (or the level of Character CA, or the level of Card M1), the more advantageous the effects of events triggered in the extended drawing area (for example, experience points gained, items, number of equipment, parameters for Player P1 (for example, attack power, defense power, health value, etc.)) will be, by adding a predetermined value (for example, 20) to those parameters. This is also possible. Furthermore, the higher the level, the greater the value added. In other words, the higher the level, the greater the effect (the more additional effects are granted).

[0348]

[19] Control of the effects when transitioning to the extended drawing area (1) Control of the virtual camera's presentation content In this embodiment, the effects of the virtual camera when transitioning from the display area to the extended drawing area may be controlled.

[0349] For example, in this embodiment, the content of the virtual camera's presentation when transitioning from the display area to the extended drawing area may be controlled based on at least one of the game medium information and player information.

[0350] For example, if the player P1 level (which could be the character CA level or the card M1 level) is below a predetermined value (e.g., less than 10), a series of camera controls are performed, such as displaying the entire card image, then displaying the character display area, and changing the orientation of the virtual camera so that the right side of the immersive area is visible (e.g., controlling the pan by rotating the virtual camera left and right).

[0351] On the other hand, if the level is above a predetermined value (for example, 10 or higher), a series of camera controls are performed, such as displaying the entire card image, then the character display area, then the entire immersive area, changing the orientation of the virtual camera so that the right side of the immersive area is visible (for example, controlling the pan by rotating the virtual camera left and right), and finally fixing the virtual camera. When the level is above a predetermined value, the player can further enhance their sense of immersion in the game world.

[0352] (2) Control of trimming effects In this embodiment, the visual effects when transitioning from the display area to the extended drawing area may be controlled by trimming the display area.

[0353] For example, in this embodiment, the content of the visual effects when transitioning from the display area to the extended drawing area may be controlled by trimming the display area based on at least one of the game medium information and player information.

[0354] For example, if the player P1 level (which could be the character CA level or the card M1 level) is below a predetermined value (for example, less than 10), a series of image controls are performed, such as displaying the entire card image, then cropping and displaying the character display area, and finally cropping and displaying the image so that the right side of the immersive area is visible.

[0355] On the other hand, if the level is above a predetermined value (for example, 10 or higher), the entire card image is displayed, then the character display area is cropped and displayed, the entire immersive area is displayed, and finally the image is cropped so that the right side of the immersive area is visible. When the level is above a predetermined value, the player can further enhance their sense of immersion in the game world.

[0356]

[20] Display flow of the extended drawing area Next, in this embodiment, an example of the process flow for displaying the extended drawing area of ​​a card on the game screen will be described.

[0357] For example, in this embodiment, when a card battle game is started, as shown in Figure 14, multiple cards M1 to M5 from the deck are displayed on the player P1's screen G13. Then, for example, during player P1's turn, based on player P1's operation information, the selection of card M1 is performed. I will accept your selection.

[0358] In this embodiment, when the selection of card M1 is accepted based on the selection operation of player P1, information is displayed on screen G14 in each display area of ​​card M1. In display area A3, the image of character CA of card M1 is displayed. For example, an image is generated with character CA as the subject, as seen from a virtual camera C placed in a virtual space, and displayed in display area A3.

[0359] In this embodiment, the immersive mode is activated when predetermined conditions are met. For example, the subject, character CA, is enlarged. For example, the virtual camera is moved closer to the character CA to enlarge it, or the field of view of the virtual camera is adjusted to zoom in. Then, information other than the display area A3 of card M1 is erased and switched to an image for immersive mode. In other words, along with the display of the extended drawing area, information displayed in display areas other than the character display area A3 is erased. After that, the subject, character CA, is displayed in a reduced size. For example, the virtual camera is moved away from the character CA to reduce its size, or the field of view of the virtual camera is adjusted to zoom out. After that, as shown in screen G15, the extended drawing area B10, which is an extension of the display area A3 of card M1, is displayed. In other words, screen G15 is an example of the screen after the immersive mode is activated. The extended drawing area B10 displays an image showing the surroundings of character CA. In other words, the image displayed in the extended drawing area B10 can be described as an image consisting of the image of character CA in the display area A3 of screen G14 and an image showing the surroundings of character CA in the virtual space.

[0360] In other words, the image displayed in the extended drawing area B10 can be interpreted as an image in which the display area A3 of character CA on screen G14 is retained, and the parts of screen G14 other than the display area A3 of character CA are overwritten with an image that represents the area around character CA.

[0361] In this way, the display state of character CA's display area A3 is maintained from screen G14 to screen G15, resulting in continuity in screen transitions and a smooth transition in the display of the extended drawing area.

[0362] Screen G16 is an example of a screen displayed after screen G15 and during immersive mode activation. In this embodiment, the position, orientation, and field of view of the virtual camera C may be changed during a given period of immersive mode. For example, the virtual camera may be moved backward so as to move away from the subject character CA, or its orientation may be controlled to change left, right, up, or down. As a result, an extended drawing area B11 is displayed that depicts the area around character CA. For example, an image including character CA of player P1's card M1, character CB of player P1's card M2, and character CC of player P1's card M3, which are present in the deck, is displayed in the extended drawing area B11 of card M1.

[0363] Thus, in this embodiment, the appearance of the character CA existing in the virtual space can be displayed in more detail, allowing player P1 to become more immersed in the card game.

[0364]

[21] Flowchart for displaying the extended drawing area Next, Figure 15 will be used to explain the processing flow related to the display of the extended drawing area. First, when the game starts (step S1), it is determined whether or not it is the player's turn (step S2). If it is the player's turn (step S2, Y), it is determined whether or not a predetermined condition has been met (step S3). If it is not the player's turn (step S2, N), the process returns to step S2.

[0365] If the predetermined conditions are met (Y in step S3), immersive mode is activated (S Step S4). Then, the extended drawing area is displayed (Step S5). Immersive mode is terminated (Step S6). If the predetermined conditions are not met (N in Step S3), the process returns to Step S3.

[0366] Then, determine whether the player's turn has ended (step S7). If the player's turn has ended (Y in step S7), determine whether the game has ended (step S8). If the game has ended (Y in step S8), terminate the process.

[0367] If the player's turn has not ended (N in step S7), return to step S3. If the game has not ended (N in step S8), return to step S2. This completes the process.

[0368]

[22] Information display for the second card In this embodiment, based on predetermined conditions, information relating to a second character associated with a second card may be displayed in the display area of ​​the first card M1.

[0369] The second card may be a card owned by player P1 (for example, card M2), or it may be a card owned by another player (for example, opponent player P2).

[0370] For example, as shown in Figure 13, immersive mode is activated when predetermined conditions are met. In this embodiment, during immersive mode, an image of character CB associated with card M2 is displayed in display area A3 of card M1. In this embodiment, during immersive mode, information on the attack power of character CB associated with card M2 is displayed in display area A4 of card M1. In this way, information from other cards M2 can be reflected in card M1, thereby enhancing the enjoyment of the game.

[0371] (1) Selection of the second card In this embodiment, the deck for the first player P1 consists of multiple game media owned by the first player P1. Similarly, the deck for the second player P2 consists of multiple game media owned by the second player P2.

[0372] The second card may be a card selected in a predetermined manner from the deck for the first player P1.

[0373] Additionally, the second card may be a card selected in a predetermined manner from the deck for the second player P2.

[0374] For example, a card selected by lottery from the deck of the second player P2 may be used as the second card.

[0375] Additionally, a card having a predetermined relationship with the first card M1 may be selected as the second card from the deck of the second player P2. This predetermined relationship could be, for example, having the same attribute, or it could be a card specified by the first card M1.

[0376]

[23] A method for displaying information from a second game medium in a display area. In this embodiment, as shown in Figure 13, if predetermined conditions are met, information regarding the character CB of card M2 may be displayed in the display areas A3 and A4 of card M1.

[0377] For example, in this embodiment, when the first player (player P1) satisfies predetermined conditions Alternatively, the image of the second character CB may be displayed in the display area A3 of card M1.

[0378] For example, display area A3 may be interpreted as an extended drawing area B12, which is an extension of display area A3, and display area A4 may be interpreted as an extended drawing area B14, which is an extension of display area A4.

[0379]

[24] A method for displaying information from a second game medium in an extended rendering area. In this embodiment, if certain conditions are met, instead of display areas A1 to A4 (for example, display areas A1 to A4 shown in Figure 4A), information regarding character CB (for example, character CB of card M2) may be displayed in the extended drawing area of ​​card M1, which can be extended from the display area A3 of character CA.

[0380] For example, in this embodiment, when the first player P1 satisfies predetermined conditions, an image of the second character CB may be displayed in the display area A3 of the card M1.

[0381] Furthermore, in this embodiment, if the first player P1 satisfies predetermined conditions, the image of the second character CB may be displayed in the extended drawing area of ​​the card M1.

[0382] Furthermore, in this embodiment, as shown in Figure 13, when certain conditions are met, information regarding character CB may be displayed in the extended drawing area B12 of card M1, which can be displayed by extending from display area A3, along with display areas A1 and A2. For example, an image including character CA and character CB may be displayed. In addition, information regarding the attack power of character CA and the attack power of character CB may be displayed in the extended drawing area B14 of card M1, which can be displayed by extending from display area A4.

[0383] The method for generating images to be displayed in the extended drawing area B12 is performed by controlling the virtual camera C as described above. For example, images F8-2 in Figure 6, F9-2 in Figure 7, F10-2 in Figure 8, and F11-2 in Figure 9 may be used as images to be displayed in the extended drawing area B12.

[0384]

[25] Control of the extended drawing area based on the first card information and the second card information In this embodiment, the extended drawing area may be controlled according to the information of the first card M1 and the information of the second card M2.

[0385] In this embodiment, the extended drawing area may be controlled according to the information of the first card M1 and the information of the second card M2, and according to the information of the character CA associated with card M1 and the information of the character CB of card M2.

[0386] For example, depending on the type of the first card M1 (attributes, parameters, skills, status, etc.) and the type of the second card M2 (attributes, parameters, skills, status, etc.), at least one of the contents displayed in the extended drawing area of ​​card M1 (e.g., information about the displayed object, information about the space) or the size of the extended drawing area (e.g., field of view of the virtual camera, field of view) may be controlled.

[0387] For example, depending on the type of character CA of the first card M1 (attributes, parameters, skills, status, etc.) and the type of character CB of the second card M2 (attributes, parameters, skills, status, etc.), at least one of the contents displayed in the extended drawing area of ​​card M1 (e.g., information about the displayed object, information about the space) or the size of the extended drawing area (e.g., field of view of the virtual camera, field of view) may be controlled.

[0388]

[26] Example in which the first and second cards are placed on the same predetermined field. In this embodiment, when player P1's card M1 and second player P2's card M11 are placed on the same predetermined field, information about the character CK associated with card M11 may be displayed in the extended drawing area of ​​card M1.

[0389] For example, in this embodiment, player P1 and player P2 play a game against each other. As shown in Figure 16, on screen G17, player P1's cards M1 to M5 and player P2's cards M11 to M15 are placed on the same field. The predetermined field may be player P1's field, player P2's field, or a field used jointly by players P1 and P2.

[0390] For example, during player P1's turn, if player P1 selects card M1, the image of character CA of card M1 will be displayed on screen G18 in display area A3.

[0391] During Player P1's turn, if certain conditions are met for Player P1's card M1, Immersive Mode is activated. When Immersive Mode is activated, for example, as shown in screen G19 of Figure 16, display information other than the display area A3 of card M1 is erased, and an extended drawing area B13, which is an extension of the display area A3 of card M1, is displayed.

[0392] Screen G20 is an example of a screen displayed after screen G19, during immersive mode. During immersive mode, for example, the character CK of opponent P2's card M11 may be displayed in the extended drawing area B14 of card M1.

[0393] For example, by moving the virtual camera C in the virtual space (for example, moving it in the opposite direction to the line of sight), an image drawn around character CA is displayed in the extended drawing area B14. Character CK is placed in the virtual space, and character CK is placed within the field of view, generating an image visible from the virtual camera C. An image including character CA from player P1's card M1, character CB from player P1's card M2, character CC from player P1's card M3, and character CK from player P2's card M11 is displayed in the extended drawing area B14 of card M1. In other words, in this embodiment, character CK from player P2's card M11 is displayed in the extended drawing area B14 of card M1.

[0394] For example, if player P2 has built a deck consisting of cards M11, M12, M13, M14, and M15, the system will determine the priority of which cards to display in the extended rendering area B14 based on the attributes of each card, and then display the character of each card in the extended rendering area B14 based on that priority. For example, if the attribute of player P1's card M1 is "Wood," the system will select and display cards with attributes that are effective against attacks with the "Wood" attribute. For example, if the "Wood" attribute is strong against the "Water" attribute and effective in attack, the system will determine that card M11 (character CK), which has the "Water" attribute, has the highest priority, and display the character CK of card M11 in the extended rendering area B14.

[0395]

[27] Details of controlling the extended drawing area based on the second card In this embodiment, the extended drawing area of ​​card M1 may be controlled based on at least one of the following: the type of second card, the relationship between the first character CA associated with the first card M1 and the second character, and the display period of the extended drawing area of ​​the second character.

[0396] The second type of card refers to the attributes of the second card, etc.

[0397] The relationship between the first character CA associated with the first card M1 and the second character is, for example, the relationship between character CA and the second character (for example, a relationship where they have the same attributes, a relationship where the second character is an evolved version of character CA, etc.). be.

[0398] The display period for the extended rendering area of ​​the second character may be the period from when the second character starts to appear in the extended rendering area until it ends, or it may be a period determined by the number of turns in which the second character is displayed in the extended rendering area. The longer the display period, the wider the display area of ​​the extended rendering area can be controlled. Also, the longer the display period, the more information can be displayed in the extended rendering area.

[0399]

[28] Event based on the second card In this embodiment, a given event occurring in the game may be controlled based on information about a second character displayed in the extended drawing area.

[0400] The event includes at least one of the following effects, perks, or effects granted to the first character CA and / or the second character (e.g., character CK) associated with the first card M1.

[0401]

[29] Identification of related cards In this embodiment, as shown in Figure 14, in the display area on screen G13 that displays the deck before immersive mode is activated, when a card M1 selected by the player is selected, cards M2 and M3 related to card M1 may be identified and displayed in the deck.

[0402] A card associated with a card is a card that may be displayed in the extended rendering area of ​​the card in question during the card's immersive mode.

[0403] In other words, in this embodiment, when a predetermined condition is met with respect to a predetermined card M1 and the immersive mode is activated, cards M2 and M3, which are other cards than card M1 and whose characters may be displayed in the extended drawing area, are identified and displayed. For example, in the example in Figure 14, the characters CB and CC of cards M2 and M3 are displayed in the extended drawing area B11, so identification marks K are displayed on cards M2 and M3 in the display area screen G13 that displays the deck. For example, marks K are displayed in the display area screen G13 to associate cards M1 and M2, and to associate cards M1 and M3.

[0404]

[30] Display of an extended drawing area based on spatial information In this embodiment, when immersive mode is activated, an image of the extended drawing area may be generated in the virtual space (immersive space) based on the spatial information of card M1 and cards M2 and M3 related to card M1.

[0405] For example, an image of the extended rendering area is generated based on the spatial information of the selected card M1 from the deck's cards M1, M2, M3, M4, and M5, and the cards M2 and M3 associated with that card M1 (in immersive mode, the target cards M2 and M3 that may be displayed in the extended rendering area of ​​card M1).

[0406] For example, suppose the spatial information of character CA on card M1 is "forest," the spatial information of character CB on card M2 is "sea," and the spatial information of character CC on card M3 is "sky."

[0407] Then, as shown in Figure 14, when displaying the extended drawing area B11, display objects containing spatial information for each card M1 to M3 (e.g., forest, sky, sea) are placed in the virtual space. Additionally, the characters CA, CB, and CC for each card M1 to M3 are placed in the virtual space. Then, an image visible from the virtual camera C is generated, and this image is displayed in the extended drawing area B11. This will display the information on the cards, further enhancing the game's appeal.

[0408]

[31] Flowchart for displaying second card information Next, Figure 17 will be used to explain the processing flow for displaying information on the second card. First, when the game starts (step S11), it is determined whether or not it is the player's turn (step S12). If it is the player's turn (step S12, Y), it is determined whether or not predetermined conditions are met (step S13). If the predetermined conditions are met (step S13, Y), the immersive mode is activated (step S14). Then, the information of the second card is displayed in at least one of the display area of ​​the first card and the extended drawing area of ​​the first card (step S15). The immersive mode is terminated (step S16). If it is not the player's turn (step S12, N), the process returns to step S12. Also, if the predetermined conditions are not met (step S13, N), the process returns to step S13.

[0409] Then, it is determined whether the player's turn has ended (step S17). If the player's turn has ended (Y in step S17), it is determined whether the game has ended (step S18). If the game has ended (Y in step S18), the process ends.

[0410] If the player's turn has not ended (N in step S17), return to step S13. If the game has not ended (N in step S18), return to step S12. This completes the process.

[0411]

[32] Detailed description of the event In this embodiment, an event may be triggered and a given process performed when the event trigger conditions are met. A specific example is described below.

[0412] For example, in this embodiment, as shown in Figure 18, the image of character CA associated with card M1 is displayed in character display area A3, and related information (e.g., information such as parameters and attributes) related to the character associated with the card is displayed in related information display area A4. The related information display area is, in a broad sense, a display area (e.g., display area A4).

[0413] In a broad sense, the character display area is the display area (for example, display area A3). Furthermore, the character display area may also be a concept that includes an extended drawing area, which is an extension of the character display area.

[0414] Furthermore, in this embodiment, an event is triggered when the event trigger conditions are met. Then, as shown in Figure 18, in this embodiment, processing is performed to change the display content of at least one of the character display area A3 and related information display area A4 based on the event trigger result. For example, the character CA of card M1 and the character CB of card M2 are displayed in the character display area A3. In addition, in this embodiment, processing is performed to change the effect content of card M1 (for example, the effect content that is exerted in the game). For example, if the attack power of character CA of card M1 is 10, the attack power value of character CB of card M2, which is "10", is added, and the attack power of character CA is changed to 20. In other words, player P1 can use card M1 to set the attack power value to 20 and play a match.

[0415] In this embodiment, at least one of the processes of changing the display content and changing the effect content may be performed.

[0416] In this embodiment, changes to the display content and / or effect content are maintained until the end of Player P1's turn. Also, in this embodiment, if the display content is changed, the changed display content will continue even after the event ends, until the end of Player P1's turn. Also, in this embodiment, if the effect content is changed, the changed effect content will continue even after the event ends, until the end of Player P1's turn. For example, if an event is triggered and the attack power of character CA is changed from 10 to 20 during Player P1's turn, the attack power will remain at 20 until the end of Player P1's turn, even after the event ends. Then, when Player P1's turn ends, card M1 is returned to its state before the event was triggered (cancelled). Note that changes to the display content and / or effect content may be maintained permanently.

[0417] Furthermore, in this embodiment, as shown in Figure 19, when an event is triggered, an expanded image of the character display area A3 may be displayed on screen G23 based on the result of the event trigger. In other words, when an event is triggered, the expanded drawing area B0 may be displayed based on the result of the event trigger.

[0418]

[33] Explanation of event activation conditions In this embodiment, an event is triggered when the event trigger conditions are met.

[0419] For example, during player P1's turn, if the player is playing a game using cards from their deck, editing their deck, editing cards (editing characters), training characters associated with a card, or viewing cards, and the event conditions are met at a given time, the event is triggered.

[0420] For example, an event may be triggered while a character is being displayed in the character display area, or while a character is being displayed in the extended drawing area.

[0421] In this embodiment, the event activation conditions are determined based on at least one of the game situation, card information (information from the game medium), and player information.

[0422] In this embodiment, when an event is triggered, the event is terminated if the event termination conditions are met. For example, if an event occurs during a player's turn, the event is terminated when that turn ends.

[0423] (1) Event activation conditions based on game situation The game situation is described above.

[0424] For example, if card M1 is displayed in the display area, and multiple cards (characters) including card M1 are combined, it may be determined that the event activation conditions have been met.

[0425] Furthermore, for example, if card M1 is displayed in the display area, it may be determined that the event activation conditions have been met when an item associated with card M1 (character CA) is used.

[0426] Furthermore, for example, if card M1 is displayed in the display area, and the parameters of the character CA associated with card M1 (health points, attack power, defense power, etc.) become above or below a predetermined value, it may be determined that the event activation conditions have been met.

[0427] Furthermore, it may be determined that a predetermined condition has been met depending on the progress of turns. For example, in a game, if player P1 has taken a predetermined number of turns since the start of the game (for example, 1 turn) If the specified time has elapsed, it may be determined that the event activation conditions have been met.

[0428] Furthermore, in this embodiment, it may be determined that the event activation conditions have been met if the player's situation is advantageous or disadvantageous. Alternatively, it may be determined that the event activation conditions have been met if the player's situation is advantageous and an event activation operation is received, or if the player's situation is disadvantageous and an event activation operation is received.

[0429] Furthermore, in this embodiment, it may be determined that the event activation conditions have been met based on the lottery results. For example, it may be determined that the event activation conditions have been met if a winner is selected through a given lottery process.

[0430] Furthermore, in this embodiment, it may be determined that the event activation conditions have been met based on the field situation. For example, it may be determined that the event activation conditions have been met when there are no more cards on player P1's field. Alternatively, for example, it may be determined that the event activation conditions have been met when the card arrangement on player P1's field is favorable.

[0431] (2) Event activation conditions based on player information The player information is explained above.

[0432] For example, if player P1 has card M1 from their deck displayed in the display area, and player P1 gives an instruction to activate an event, it may be determined that the conditions for activating the event have been met.

[0433] For example, if a player's playtime exceeds a predetermined period (e.g., 10 hours or more), it may be determined that the event trigger conditions have been met.

[0434] Additionally, if a player has a history of making a purchase, it may be determined that the event activation conditions have been met.

[0435] Additionally, if a player's spending exceeds a certain amount, it may be determined that the event activation conditions have been met.

[0436] Additionally, if a player is paying for a subscription-based service, it may be determined that the event trigger conditions have been met.

[0437] Additionally, if the player's level (rank) is above a predetermined value (for example, 10 or higher), it may be determined that the event activation conditions have been met.

[0438] (3) Event activation conditions based on information from the game medium The information in the game medium refers to card information, as described above. For example, the information for card M1 is the information for the character CA of card M1.

[0439] For example, if the play period using the character CA of card M1 exceeds a predetermined period (e.g., 10 hours or more), it may be determined that the event activation conditions have been met.

[0440] Additionally, if a player has a history of making a payment for a character CA, it may be determined that the event activation conditions have been met.

[0441] Also, if the player is paying for character CA on a subscription basis It may be determined that the event activation conditions have been met.

[0442] Additionally, if the character's CA rank (level) is above a predetermined value (for example, 10 or higher), it may be determined that the event activation conditions have been met.

[0443] If the rarity of a character CA is above a certain value (3 or higher), it may be determined that the event activation conditions have been met.

[0444] Additionally, if a character's CA (Character Action) skill possesses a special skill (for example, a skill that paralyzes the opponent character and inflicts special damage), it may be determined that the event activation conditions have been met.

[0445] Additionally, if the effect of card M1 (character CA) has a special effect, it may be determined that the event activation conditions have been met.

[0446] Additionally, if the combination of characters is a specific combination, it may be determined that the event activation conditions have been met. For example, if character CA and character CB have the same attribute, it may be determined that the event activation conditions have been met.

[0447] Furthermore, if the combination of a character CA and a field is a specific combination, it may be determined that the predetermined conditions have been met. For example, if the character CA and the field are compatible, it may be determined that the event activation conditions have been met.

[0448]

[34] Cards that appear when the event activation conditions are met In this embodiment, the player P1 selects a card on a field for player P1. After the card selection, if the event activation conditions are met, that card is determined to be the card used when the event activation conditions are met.

[0449] For example, during player P1's turn, if the player selects card M1 (for example, as a card to be used in an attack), and the event activation conditions are met, card M1 is determined to be the card that met the event activation conditions, and the event is activated for that card M1.

[0450]

[35] Game status when the event activation conditions are met In this embodiment, the game situation when the event activation conditions are met is understood (detected and acquired). For example, when the event activation conditions are met, the attributes and parameters (e.g., attack power, defense power, HP value) of the character (e.g., character CK) of the opponent's target card (e.g., card M11) are acquired.

[0451]

[36] Event details (1) Example of an event For example, events include the skills of the card character CA (e.g., skills that allow for additional attacks on the opponent character), mini-games (e.g., game events that require precise timing of specific inputs (also called Quick Time Events), events to defeat enemies, events to acquire items), lottery events, etc.

[0452] For example, an event might be something that controls cards on the field in a way that is advantageous to the player.

[0453] Additionally, the event restores (increases) the character's HP (health points), and the opponent's This could also be an event that reduces the character's HP.

[0454] Furthermore, an event may modify at least one of a character's attributes, parameters, or skills. For example, it may be an event that rewrites related information.

[0455] Furthermore, the event may also be a control that changes the character image of a card, or a control that adds a character to a card. For example, it may be a control that overwrites the image of character CA on card M1 with an image that includes both character CA and character CB, or a control that changes the image of character CA on card M1 to an image of the evolved character CA-1.

[0456] (2) Controlling the content of events In this embodiment, the content of the event displayed in at least one of the character display area and the extended drawing area may be controlled when a given event activation condition is met.

[0457] In this embodiment, when an event trigger condition is met, the content of the event may be controlled (for example, changed) according to the event trigger condition at the time it was met.

[0458] Furthermore, in this embodiment, when an event trigger condition is met, the content displayed in the extended drawing area may be changed according to the event trigger condition at the time it was met.

[0459] In this embodiment, it may be possible to make it more advantageous for the player to generate an event in the extended drawing area than to generate an event in the character display area.

[0460] (3) Process to set an event in content related to the event activation conditions. In this embodiment, when an event trigger condition is met, at least one of the following processes may be performed: setting the content of the event to content related to the event trigger condition, and setting the display content of the event to display content related to the event trigger condition.

[0461] For example, if card M1 is displayed in the display area, and it is determined that the event activation conditions are met by combining the characters of multiple cards including card M1 (for example, combining character CA from card M1 and character CB from card M2), the event content is determined to display an image (moving image) of the combined card's character CAB (character CAB, which is the combined character of characters CA and CB) in the display area.

[0462] For example, if card M1 is displayed in the display area, and the health value (an example of a parameter) of the character CA associated with card M1 falls below a predetermined value, and it is determined that the event activation condition has been met, the event content is determined to increase the character CA's health value (for example, to restore it to the upper limit). Then, the display content of the event is determined to display an image in the display area showing the character CA's health being restored.

[0463] (4) Process to set up events related to cards In this embodiment, when an event activation condition is met, at least one of the following processes may be performed: setting the content of the event to be related to the card that met the event activation condition, and setting the display content of the event to display content related to the card that met the event activation condition.

[0464] For example, if card M1 is displayed in the display area, and it is determined that the event activation conditions are met by combining the characters of multiple cards including card M1 (for example, combining character CA from card M1 and character CB from card M2), then the event will be activated. The cards that meet the conditions for triggering the event are cards M1 and M2. Therefore, the content of the event is determined so that it relates to at least one of cards M1 and M2. For example, the content of the event is determined to display an image (moving image) in the display area in which character CA from card M1 and character CB from card M2 appear, and character CAB is generated when character CA and character CB are combined.

[0465] For example, if card M1 is displayed in the display area, and the health value (an example of a parameter) of the character CA associated with card M1 falls below a predetermined value, and it is determined that the event activation condition has been met, then the card that has met the event activation condition is card M1. Therefore, the content of the event is determined so that it is an event related to card M1. For example, the event content is determined to increase the health value of character CA (for example, to restore it to the upper limit). Then, the display content of the event is determined to display an image in the display area that shows character CA's health recovering.

[0466] (5) Process to set events based on the game situation In this embodiment, when an event activation condition is met, at least one of the following processes may be performed: setting the content of the event based on the game situation at the time the event activation condition is met, and setting the display content of the event based on the game situation (player, character, field) at the time the event activation condition is met.

[0467] For example, if card M1 is displayed in the display area, and it is determined that the event activation conditions have been met by combining the characters of multiple cards including card M1 (for example, combining character CA from card M1 and character CB from card M2), the content of the event will be determined based on the game situation at the time the event activation conditions were met.

[0468] For example, if the game situation when the event activation conditions are met is such that the player's level is below a predetermined value (for example, less than 10), the event content is determined to display an image (moving image) of character CAB, which is a composite of character CA from card M1 and character CB from card M2, in the display area.

[0469] Furthermore, for example, if the game situation when the event activation conditions are met is such that the player's level is above a predetermined value (for example, 10 or higher), the event content will display an image (moving image) in the extended rendering area that places character CAB, which is a composite of character CA from card M1 and character CB from card M2, in a virtual space and renders information about the surrounding environment.

[0470] Furthermore, the content and display of events may be determined based on the character's level.

[0471] For example, if the game situation when the event activation conditions are met is such that the level of character CA is below a predetermined value (for example, less than 10), the event content is determined to display an image (moving image) of character CAB, which is a composite of character CA from card M1 and character CB from card M2, in the display area.

[0472] Furthermore, for example, if the game situation when the event activation conditions are met is such that the level of character CA is above a predetermined value (for example, 10 or higher), the event content will display an image (moving image) in the extended rendering area that shows character CAB, which is a combination of character CA from card M1 and character CB from card M2, placed in a virtual space, with surrounding environmental information rendered.

[0473] For example, if card M1 is displayed in the display area, and the health value (an example of a parameter) of the character CA associated with card M1 falls below a predetermined value, and it is determined that the event activation condition has been met, then the game state at the time the event activation condition was met will be changed. Based on this, we will decide on the content of the event.

[0474] For example, if the game situation when the event activation conditions are met is such that the player's level is below a predetermined value (e.g., less than 10), the event content is determined to restore the character CA's health value to 50% of its maximum value. The event display content is then determined to display an image in the display area showing the character CA's health being restored.

[0475] Furthermore, for example, if the game situation when the event activation conditions are met is such that the player's level is above a predetermined value (for example, 10 or higher), the event content will be determined to restore the character CA's health value to 100% of its maximum value. The event display content will then be determined to display an image in the display area showing the character CA's health recovering. Note that the image showing the character CA's health recovering to 100% of its maximum value will be an image that shows a higher recovery power than the image showing it recovering to 50% of its maximum value.

[0476] Furthermore, in this embodiment, for example, if the game situation when the event activation conditions are met is such that the character CA's level is below a predetermined value (for example, less than 10), the content of the event is determined to restore the character CA's health value to 50% of the upper limit. The display content of the event is then determined to display an image in the display area showing the character CA's health being restored.

[0477] Furthermore, for example, if the game situation when the event activation conditions are met is such that the character CA's level is above a predetermined value (for example, 10 or higher), the event content will be determined to restore the character CA's health to 100% of its maximum value. The event display content will then be determined to display an image in the display area showing the character CA's health recovering. Note that the image showing the character CA's health recovering to 100% of its maximum value will be an image that shows a higher recovery power than the image showing it recovering to 50% of its maximum value.

[0478] Furthermore, in this embodiment, for example, if it is determined that the event activation conditions have been met based on the field conditions, the event content may be determined to change the attributes of the card M1 (character CA) used by player P1 in the battle to be advantageous against the cards used by opponent P2 in the battle on the field.

[0479] Then, the content of the event is determined to be a display that changes the attribute of character CA on card M1.

[0480] For example, if it is determined that the conditions for triggering an event have been met based on the field situation, the event content will be determined to decide which card to add to the card M1 (character CA) used by player P1 against the cards used in the battle on opponent P2's field.

[0481] For example, if the event is to add character CB from card M2 to card M1 (character CA) used by player P1, the content of the event is determined to display the image that character CB adds to character CA.

[0482]

[37] Event effects (1) Process to change the display content of the character display area In this embodiment, the content displayed in the character display area may be changed based on the game progress during the event.

[0483] For example, game progress includes the results of the lottery, the results of the mini-game, character synthesis, etc. This refers to whether or not items were obtained during the event, and the experience points gained during the event.

[0484] Furthermore, changing the display content, for example, includes adding a new character to the extended drawing area or display area, changing the type of character associated with the game medium (for example, evolving it), and changing the animation of the character associated with the card.

[0485] For example, when an event occurs on card M1 and the event on card M1 is executed, the effect of the event may be to change the display content of the character display area A3 of card M1. For example, if the character CA of card M1 is evolved, the character display area A3 may be set to display an image including the evolved character CA-1. The display of this image may also be enhanced with special effects. For example, enhancing the display effects may involve applying effects such as making the displayed character glow.

[0486] Additionally, an image may be displayed in the character display area A3 to add another character (for example, character CB) to character CA on card M1. Furthermore, the visual effects when displaying this image may be made more elaborate.

[0487] (2) Process to change the display content of the related information display area In this embodiment, the display content of the related information display area may be changed based on the game progress during the event.

[0488] In this embodiment, when an event occurs on card M1 and the event on card M1 is executed, the display content of the related information display area A4 of card M1 may be changed as an effect of the event.

[0489] For example, changing the displayed content includes processes such as changing the parameters of the character associated with the card, adding new parameters to the character associated with the card, and changing the animation of the character associated with the card.

[0490] To give a concrete example, if the event of playing a mini-game is successful, the attack power parameter of card M1 will change from 10 to 20. Then, as shown in screen G22 of Figure 18, the attack power will be changed from 10 to 20 in the related information display area A4. In addition, the image effects displayed in the character display area A3 may be made more elaborate.

[0491] (3) Process to change the effect that a card has in the game Furthermore, in this embodiment, the effects of the cards that are activated in the game may be changed based on the game's progress during the event.

[0492] For example, changing the effect content includes processes that alter the parameters of the character associated with the card, processes that add new parameters to the character associated with the card, and processes that change the animation of the character associated with the card.

[0493] To give a concrete example, when an event occurs for card M1 and the event for card M1 is executed, the effect of the event may be to change the skill of card M1 to a more powerful skill. For example, it may be changed from a skill that increases attack power by 10 to a skill that increases attack power by 20. Although not shown in the diagram, the changed skill may be displayed in the related information display area A4. In addition, an image showing the activation of the changed skill may be displayed in the character display area A3. Furthermore, the image effect may be made more elaborate. For example, an effect such as making the area around card M1 glow may be applied.

[0494]

[38] Execute an event (1) Event activation in the display area In this embodiment, the execution status of an event may be displayed in the display area (character display area A3 or related information display area A4) based on the content of the event.

[0495] (2) Event activation in the extended drawing area In this embodiment, as shown in Figure 19, the execution status of an event may be displayed using an extended drawing area B0 that can be extended from the character display area A3 based on the content of the event.

[0496] The execution status of an event refers to the result of the event's execution, or the situation from the time the event is triggered until it ends. For example, in this embodiment, as shown in Figure 19, from the time the event for card M1 is triggered until it ends, the image of the virtual space where the character CA of card M1 and the character CB of card M2 are placed may be displayed in the extended drawing area B0 as seen from the virtual camera.

[0497] Thus, in this embodiment, when an event of card M1 is triggered, information from other cards (for example, an image of another character CB or parameter information of another character CB) may be displayed in the extended drawing area B0 of card M1.

[0498] The other cards may be cards other than card M1 from Player P1's deck, or cards from the opponent Player P2's deck.

[0499]

[39] Promote the activation of immersive events In this embodiment, the system may be controlled so that triggering events in the extended rendering area (immersive) rather than the display area is preferable (advantageous) for the player. This provides the player with an incentive to trigger events in the extended rendering area rather than the display area. It also encourages the occurrence of extended rendering and enhances the enjoyment of the game.

[0500] For example, triggering an event in the extended drawing area rather than the display area could increase the event's effectiveness.

[0501] Additionally, it may be possible to control the system so that triggering an event in the extended drawing area rather than the display area results in a more elaborate presentation.

[0502] (1) Conditions for activating immersive events The conditions for triggering an immersive event in the extended drawing area (immersive) are as follows:

[0503] First, if the event type is a predetermined type of event (for example, an event to defeat an enemy, or an event to acquire a predetermined item), an immersive event is triggered.

[0504] Additionally, immersive events are triggered depending on the type of event activation condition. For example, if multiple characters placed in a deck have different attributes, an immersive event will be triggered.

[0505] Additionally, if the number of events that trigger is met exceeds a predetermined number (for example, 3 or more), an immersive event will be triggered.

[0506] Additionally, if the rarity of the card is 4 or higher when the event activation conditions are met, an immersive event will be triggered.

[0507] Additionally, if the lottery result is a win, an immersive event may be triggered.

[0508] Additionally, an immersive event may be triggered when a specific item (for example, an immersive event triggering item) is used.

[0509] (2) Decision on the event In this embodiment, when a given event activation condition is met, it may be decided whether to execute an event (normal event) in the character display area or an event (immersive event) in the extended drawing area.

[0510]

[40] Probability of Immersive Mode Activation In this embodiment, the probability of activating the immersive mode that displays the extended drawing area may be changed depending on at least one of the content of the event and the type of the event.

[0511] In this embodiment, for example, if the event increases the character CA's health value, the probability of immersive mode activating is set to 50%, and if the event increases the character CA's attack power, the probability of immersive mode activating is set to 20%.

[0512] Furthermore, in this embodiment, if the event type is a first type of event (for example, an event where an enemy is defeated), the probability of immersive mode being activated is set to 100%. If the event type is an event that changes parameters (such as health points or attack power), the probability of immersive mode being activated is set to 20-50%.

[0513]

[41] Changes in the probability of selecting an immersive presentation. In this embodiment, the probability of selecting each of the multiple immersive mode effects that display the extended drawing area may be changed depending on at least one of the content of the event and the type of the event.

[0514] For example, suppose there are multiple animations that can be performed in immersive mode, such as animations A, B, and C. Then, for example, if the content of the event is to increase the stamina value of character CA, the probability of animation A being selected is 5%, the probability of animation B being selected is 10%, and the probability of animation C being selected is 85%.

[0515] Furthermore, if the event's content is to increase the attack power of a character's CA, the probability of selecting animation A is set to 10%, the probability of selecting animation B is set to 20%, and the probability of selecting animation C is set to 70%.

[0516] Furthermore, in this embodiment, if the event type is a first type of event (for example, an event in which an enemy is defeated), the probability of selecting animation A is 20%, the probability of selecting animation B is 30%, and the probability of selecting animation C is 50%. Also, if the event type is an event in which parameters (health value or attack power) are changed, the probability of selecting animation A is 5-10%, the probability of selecting animation B is 10-20%, and the probability of selecting animation C is 70-85%.

[0517]

[42] Event flowchart Next, we will explain the flow of events using Figure 20. First, start the game. Then (Step S21), it is determined whether or not it is the player's turn (Step S22). If it is the player's turn (Step S22, Y), it is determined whether or not the event activation conditions have been met (Step S23). If the event activation conditions have been met (Step S23, Y), the content of the event is controlled (Step S24). If it is not the player's turn (Step S22, N), the process returns to Step S22. Also, if the event activation conditions have not been met (Step S23, N), the process returns to Step S23.

[0518] Then, the event is triggered (step S25). Based on the result of the event trigger, the display content and / or effect content are changed (step S26).

[0519] When the event ends (step S27), the changes to the display content and / or effect content are continued (step S28).

[0520] Then, it is determined whether the player's turn has ended (step S29). If the player's turn has ended (Y in step S29), the changes to the display content and / or effect content are canceled (step S30). Then, it is determined whether the game has ended (step S31). If the game has ended (Y in step S31), the process ends.

[0521] If the player's turn has not ended (N in step S29), return to step S23. If the game has not ended (N in step S31), return to step S22. This completes the process.

[0522]

[43] Application examples In this embodiment, changing the orientation of the terminal device 20 may be used as an immersive activation condition. In other words, in this embodiment, it may be determined that a predetermined condition (immersive activation condition) has been met when the orientation of the terminal device 20 is changed. Changing the orientation of the terminal device 20 is one example of a game situation.

[0523] Specifically, as shown in Figures 21(A) and 21(B), in this embodiment, the immersive mode is activated when the orientation of the terminal device 20 is changed from vertical to horizontal. In this embodiment, the immersive mode may also be activated when the orientation of the terminal device 20 is changed from horizontal to vertical.

[0524] For example, player P1 rotates terminal device 20 90 degrees counterclockwise. Then, as shown in Figure 21(A), the orientation of terminal device 20 changes from vertical to a state rotated 90 degrees counterclockwise, as shown in Figure 21(B), and this change is detected by a sensor (e.g., a motion sensor, etc.) built into terminal device 20.

[0525] In this embodiment, the immersive mode is activated when the terminal device 20 detects that its orientation has changed from a vertical position as shown in Figure 21(A) to a position rotated 90 degrees counterclockwise as shown in Figure 21(B). For example, the immersive mode is activated when the server device 10 receives information from the terminal device 20 indicating that the orientation of the terminal device 20 has changed. Alternatively, the immersive mode may be activated when the terminal device 20 detects that its orientation has changed.

[0526] When immersive mode is activated, an extended drawing area, which is an expanded version of the display area A3 (character display area) of card M1, is displayed on screen G42, as shown in Figure 21(B). This makes it possible to display, for example, the parts of the display area A3 of card M1 that were not visible on screen G41 before immersive mode was activated (for example, character CB, etc.).

[0527] Motion sensors are also called physical quantity sensors or inertial sensors. For example, motion sensors include 3-axis accelerometers and angular velocity sensors (gyroscopes).

[0528] For example, the 3-axis accelerometer is configured in a local coordinate system (X, Y, Z) such that, when the terminal device 20 is oriented vertically as shown in Figure 21(A), the right direction when facing the front is the positive X-axis, the upward direction (longitudinal direction) when facing the front of the terminal device 20 is the positive Y-axis, and the direction of the front normal of the terminal device 20 (i.e., the front side) is the positive Z-axis. The terminal device 20 detects its position and tilt based on the acceleration of each axis detected by the built-in 3-axis accelerometer. The terminal device 20 is configured to detect the angular velocity around each axis of the 3-axis accelerometer. In this embodiment, changes in the orientation of the terminal device 20 can be detected based on the 3-axis accelerometer and the angular velocity sensor.

[0529]

[44] Others The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited as broad or synonymous in the specification or drawings may be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

[0530] The present invention includes configurations that are substantially identical to those described in the embodiments (for example, configurations with the same function, method, and result, or configurations with the same purpose and effect). Furthermore, the present invention includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. Furthermore, the present invention includes configurations that produce the same effects or achieve the same purpose as those described in the embodiments. Furthermore, the present invention includes configurations that add known technology to the configurations described in the embodiments.

[0531] As described above, embodiments of the present invention have been explained in detail, but it will be readily apparent to those skilled in the art that many modifications are possible without substantially departing from the novel aspects and effects of the present invention. Therefore, all such modifications are included within the scope of the present invention. [Explanation of Symbols]

[0532] 10 Server devices, 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 111 Display control unit, 112 Game control unit, 113 Selection section, 115 Reception section, 116 Event control unit, 117 Acquisition unit, 119 Presentation unit, 120 Communication control unit, 122 Management unit, 130 Image generation unit, 140 Sound processing unit, 160 Input section, 170 Storage section, 171 Main memory section, 172 Image buffer, 174 Game data storage unit, 175 Player information storage unit, 180 Information storage media, 196 Communications Department, 200 Processing unit, 211 Display control unit, 212 Game control unit, 213 Selection section, 215 Reception section, 216 Event control unit, 217 Acquisition unit, 219 Presentation unit, 220 Communication control unit, 230 Image generation unit, 240 Sound processing unit, 260 Input unit, 262 Detection unit, 270 Storage unit, 271 Main memory, 272 Image buffer, 274 Game data storage unit, 275 Player information storage unit, 280 information storage medium, 290 display section, 292 Audio output section, 296 Communication section

Claims

1. A game system that runs games using a game medium, For each game medium, predetermined information about the character associated with that game medium is displayed in the display area. The system includes a display control unit that, when certain conditions are met, displays given information in an extended drawing area that can be extended from the display area. The aforementioned game medium is a card, The display control unit, A game system characterized by controlling the extended drawing area based on at least one of the information of the game medium and the player information.

2. In claim 1, The display control unit, A game system characterized by displaying predetermined information relating to the character in each of multiple display areas.

3. In claim 1 or 2, The display control unit, Before the predetermined conditions are met, the character image is not displayed in the display area and / or the extended drawing area. A game system characterized in that, when the predetermined conditions are met, the image of the character is displayed in the display area and / or the extended drawing area.

4. In claim 1, The display control unit, A game system characterized in that the area surrounding the outer periphery of the display area, or the area including the outer periphery of the display area, is defined as the extended drawing area.

5. In claim 1 or 4, The display control unit, A game system characterized in that, in a virtual space, the area in which an image visible from a virtual camera, which has been changed since the rendering of the image in the display area, is rendered is defined as the extended rendering area.

6. In claim 5, The display control unit, A game system characterized in that the range of the drawing target of the extended drawing area of ​​the virtual space is wider than the range of the drawing target of the display area.

7. In claim 1 or 4, The display control unit, A game system characterized by the fact that, when the extended drawing area is displayed, information displayed in display areas other than the character display area is erased.

8. In claim 1 or 4, The display control unit, A game system characterized by determining the predetermined conditions based on at least one of the game status, player information, and information from the game medium.

9. In claim 1 or 4, The display control unit, A game system characterized by having at least one extended rendering area, and switching between the content displayed in the display area and the content displayed in the extended rendering area based on player input information.

10. In claim 1 or 4, The display control unit, A game system characterized by displaying the given information relating to the character, which is not displayed in the aforementioned display area, in the extended drawing area.

11. In claim 1 or 4, The aforementioned card is a tangible object, The display control unit, A game system characterized by controlling at least one of the following based on the timing when the card is read and / or the timing when the card is moved on a predetermined field on which the card is placed: a control to display the extended drawing area, a control to move the extended drawing area, and a control to expand the extended drawing area.

12. In claim 1 or 2, The display control unit, A game system characterized in that, as the control of the extended drawing area, at least one of the following is controlled: control of the range in which the extended drawing area is displayed, the period during which the extended drawing area is displayed, and control of the effects when the extended drawing area is displayed.

13. In claim 1, The display control unit, The game system is characterized in that, as the control of the extended drawing area, it controls drawing related to a character, and controls at least one of the following: character effect control, character parameter control, and effect control applied to the player or character.

14. In claim 1 or 13, The display control unit, A game system characterized by controlling the content of the character's effects displayed in the extended rendering area based on the player's parameters and / or the character's parameters.

15. In claim 1 or 13, The display control unit, A game system characterized by controlling, via the extended rendering area, at least one of the items granted to the player, the items granted to the character, and the content of advantageous effects that occur in the game, based on the player's parameters, the character's parameters, and / or the character's type.

16. In claim 1 or 13, The display control unit, A game system characterized by controlling at least one of the types and number of character parameters displayed on the extended drawing area, based on the player's parameters and / or the character's parameters.

17. In claim 1 or 2, A game system further comprising an event control unit that controls at least one of the content and type of events occurring on an extended drawing area.

18. In claim 1 or 2, The display control unit, A game system characterized by controlling the content of the virtual camera's effects when transitioning from the display area to the extended rendering area, or by controlling the content of the effects when transitioning from the display area to the extended rendering area by trimming the display area.

19. An information processing device that executes a game using a game medium, For each game medium, predetermined information about the character associated with that game medium is displayed in the display area. The system includes a display control unit that, when certain conditions are met, displays given information in an extended drawing area that can be extended from the display area. The aforementioned game medium is a card, The display control unit, An information processing device characterized by controlling the extended drawing area based on at least one of the information of the game medium and the player information.

20. A program that causes a computer to run a game using a game medium, For each game medium, predetermined information about the character associated with that game medium is displayed in the display area. When predetermined conditions are met, the computer functions as a display control unit that displays given information in an extended drawing area that can be extended from the aforementioned display area. The aforementioned game medium is a card, The display control unit, A program characterized by controlling the extended drawing area based on at least one of the information of the game medium and the player information.

Citation Information

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