Game programs, game systems, display control methods

By differentiating high and low priority notifications in the game screen and adopting specific display modes, the inconvenience of users selecting notifications is resolved, and the user experience is improved.

JP2026058784AActive Publication Date: 2026-04-06CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-25
Publication Date
2026-04-06

AI Technical Summary

Technical Problem

In existing technologies, the display methods of game screens and notifications fail to effectively distinguish priorities, making it inconvenient for users to select notifications.

Method used

By setting up a notification area in the game screen to distinguish between high-priority and low-priority notifications and using different display modes, including swiping up from the top of the notification area to display low-priority notifications and continuously displaying high-priority notifications, while also displaying the time and the number of notifications waiting to be displayed, users can ensure that they can identify the priority.

Benefits of technology

It improves the ease with which users can identify and select notifications, enhancing the user experience through clear display patterns and time prompts.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026058784000001_ABST
    Figure 2026058784000001_ABST
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Abstract

To improve user convenience. [Solution] The decision unit 101 determines a notification 50 related to the game according to the game's progress. The display processing unit 102 displays the notification 50 determined by the decision unit 101 on the display along with the game image P10. The notification 50 includes a first notification 51 and a second notification 52 which has a higher priority than the first notification 51. The display processing unit 102 displays the notification 60 on the display 21 along with the image P10 such that the first notification 51 and the second notification 52 are displayed side by side in the notification area R0 provided on the image P10, and the display modes of the first notification 51 and the second notification 52 are different.
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Description

Technical Field

[0006] , , , , ,

[0001] The present invention relates to a game program, a game system, and a display control method.

Background Art

[0002] Patent Document 1 discloses displaying a display (notification) indicating that a game medium has been obtained on a display together with a game display screen.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When various notifications are displayed on a display together with a game image, it has been found that there is room for improvement regarding the notifications displayed together with the game image, from the viewpoint of facilitating the selection of the notifications.

[0005] An object of the present invention is to provide a mechanism that can improve the convenience for the user regarding the notifications displayed together with the game image. [[ID=4明の概要】

Means for Solving the Problems

[0006] A first aspect is a computer system having one or a plurality of cooperating computers, a determination unit that determines a notification related to the game according to the progress of the game, functioning as a display processing unit that displays the notification determined by the determination unit on a display together with the image of the game, where the notification includes a first notification and a second notification having a higher priority than the first notification, The display processing unit displays the notifications on the display along with the image such that the first notification and the second notification are displayed side by side in the notification area provided in the image, and the display modes of the first notification and the second notification are different. This is a game program.

[0007] In the first embodiment, The display mode of the first notification may be such that one or more first notifications are displayed in chronological order within the notification area, and when the display of a new first notification begins, the display of the oldest of the one or more first notifications ends. The display mode of the second notification may be such that the second notification is continuously displayed for a predetermined time within a predetermined area of ​​the notification area that is not an area where one or more of the first notifications are displayed.

[0008] In the first embodiment, The display mode of the second notification may be such that the second notification is displayed continuously for a predetermined time within the predetermined area, and then the second notification is displayed as one or more of the first notifications arranged in chronological order within the notification area.

[0009] In the first embodiment, The display mode of the second notification may be such that, after the display of the second notification in the predetermined area is completed, the display of the next second notification in the predetermined area is started.

[0010] In the first embodiment, The display mode of the second notification may be such that, when the priority of the new second notification, which is the second notification newly determined by the determination unit, is higher than the priority of the old second notification, which is the second notification currently being displayed, the display of the old second notification is interrupted and the display of the new second notification is started, and after the display of the new second notification is finished, the display of the old second notification is resumed.

[0011] In the first embodiment, The display processing unit may display the notification on the display along with the image such that the second notification displayed in the notification area is associated with a time display element indicating the display time of the second notification.

[0012] In the first embodiment, The notification area may be provided while avoiding the central area of ​​the image.

[0013] In the first embodiment, The game space in which the game progresses may include player characters that move in response to user input. The notification area may be provided in the image in such a way that the notification displayed in the notification area does not overlap with the player character in the image.

[0014] In the first embodiment, The aforementioned notification may include notifications related to the prescribed processing. The display processing unit may, in response to an operation to select a notification related to the predetermined processing from among the notifications displayed together with the image, display a result image on the display showing the result of the predetermined processing.

[0015] The second aspect is, A decision unit that determines notifications related to the game according to the game's progress, The system includes a display processing unit that displays the notification determined by the determination unit on a display along with the image of the game, The aforementioned notices include a first notice and a second notice which has a higher priority than the first notice. The display processing unit displays the notifications on the display along with the image such that the first notification and the second notification are displayed side by side in the notification area provided in the image, and the display modes of the first notification and the second notification are different. This is the game system.

[0016] A third aspect is a display control method for controlling the display of game images, including a determination step of determining a notification related to the game according to the progress of the game, and a display control step of causing the display to display the notification determined in the determination step together with the game image, where the notification includes a first notification and a second notification with a higher priority than the first notification, and in the display control step, the notification is caused to be displayed on the display together with the image such that the first notification and the second notification are displayed side by side in a notification area provided in the image, and the display mode of the first notification is different from the display mode of the second notification. This is the display control method.

Advantages of the Invention

[0017] According to the present invention, it is possible to make the user recognize the priority of the notification displayed together with the game image. Thereby, the convenience of the user can be improved.

Brief Description of the Drawings

[0018] [Figure 1] It is a block diagram illustrating the configuration of the game apparatus according to Embodiment 1. [Figure 2] It is a diagram illustrating a play image. <{ [Figure 3] It is a flowchart illustrating the flow of the first notification display process. [Figure 4] It is a flowchart illustrating the flow of the second notification display process. [Figure 5] It is a diagram showing a specific example 1 of the change of the notification. [Figure 6] [[ID=?2]]It is a diagram showing a specific example 2 of the change of the notification. [Figure 7] It is a diagram showing a specific example 3 of the change of the notification. [Figure 8] It is a diagram showing a specific example of the change of the notification in Modification 1 of the embodiment. [Figure 9] It should be noted that there seems to be a typo in the original text where "第1通知表示処理の流れを例示するフローチャートである。" in line 33 has "第1通知表示処理の流れを例示するフローチャートである。" which might be a duplicate or incorrect text. I translated it as it is but it might need to be corrected in the original. Also, in line 42, "通知の変化の具体例2を示す図である。" has an extra "?" which is likely a mistake in the original text.This is a diagram illustrating the second notification, which represents a divine message. [Figure 10] This figure shows a specific example of the change in notification in modified example 2 of the embodiment. [Figure 11] This diagram illustrates a notification that includes shortcut display elements. [Figure 12] This is an example image of a wish list. [Modes for carrying out the invention]

[0019] The embodiments will be described in detail below with reference to the drawings. Note that the same or corresponding parts in the drawings are denoted by the same reference numerals, and their descriptions will not be repeated.

[0020] (Explanation of terms) First, let's explain the terminology used in the following explanation. The terms used below include "game," "game medium," and "object."

[0021] A "game" refers to a game (video game) that takes place in a virtual space called a game space. This virtual space can be three-dimensional or two-dimensional. The virtual space is displayed as an image on a display device.

[0022] An example of the above type of game is an action game in which a character controlled by the user (player character) defeats enemy characters. In action games, the player character can equip items such as weapons and armor, and use items such as healing potions to restore their health.

[0023] The above games may include quests. A quest is an in-game event with a set objective to be achieved.

[0024] "Game media" refers to virtual media used in the aforementioned games. Examples of game media include items used within the game space (weapons, armor, tools, etc.), characters, vehicles ridden by characters (horses, cars, etc.), and character skills. Users can obtain the above game media through direct purchase via in-game currency, completing quests, or through a lottery system called "gacha."

[0025] Furthermore, the above-mentioned game media includes game media used to generate other game media. Examples of such game media include game media consumed to generate other game media (such as material items or in-game currency), and game media that can generate other game media without being consumed.

[0026] Furthermore, the above-mentioned game media includes game media that are placed within the game space and obtainable within the game space. Hereafter, such game media will be referred to as "obtainable media." Examples of obtainable media include items that can be collected in the field within the game space, and items that can be purchased within the game space in exchange for in-game currency.

[0027] An "object" is a virtual medium placed within the game space described above. Examples of objects include player characters, enemy characters, non-player characters, and vehicles. The above objects include those from which game medium can be obtained. An example of such an object is an enemy character (monster) from which material items can be obtained.

[0028] In the above game, any game media obtained by a player character through user actions is assigned to the player character. Specifically, information about game media assigned to a player character in the game is registered in a database associated with that player character. A user can create at least one player character, and the user ID assigned to a user is associated with information about at least one player character. Therefore, the database may also include the user ID of the user associated with the player character. In this embodiment, we illustrate a game that may unfold with a third-person perspective image in which the player character is displayed in the game space, but this can also be applied to a game that may unfold with a first-person perspective image in which the player character is not displayed in the game space. In the case of a first-person perspective, game media can be assigned to the user, and "assigned (owned) by the user" is synonymous with "associated with the user."

[0029] For the sake of explanation, the following will use the example of a game where the player character defeats monsters, which are enemy characters. In the above-mentioned action game, the game elements include items that become equipment (weapons and armor) equipped to the player character, and items that become materials consumed to create equipment or materials.

[0030] Examples of the materials used include items that can be collected from monsters (such as hides, wings, scales, claws, and gems), items that can be collected in the game world (such as ores and honey), and items that can be purchased within the game world.

[0031] (Game device) Figure 1 illustrates the configuration of a game device 1 according to an embodiment. The game device 1 executes a game in response to user input. The game progresses based on the installed game program and game data. The game devices 1 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown). The game device 1 is an example of a game system.

[0032] Examples of game devices 1 include game consoles, smartphones, tablets, and personal computers, all of which have a display, speakers, and controllers that are either externally connected or built-in. In the following example, game device 1 is described as a "game console with a display, speakers, and controllers that are either externally connected or built-in." Game device 1 comprises a game console 10, a display 21, speakers 22, and a controller 23.

[0033] [Game console hardware configuration] The game console 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0034] The network interface 11 is connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data with other game devices 1 or other information processing devices such as external server devices (not shown).

[0035] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 displays various images (moving images rendered in video format) on the display 21 according to the various image information output from the control unit 16. The display 21 is a display used by the user and is an example of a display device that shows images to the user.

[0036] The audio processing unit 13 is connected to the speaker 22. The audio processing unit 13 outputs various sounds to the speaker 22 according to the various audio information output from the control unit 16. The speaker 22 is a speaker used by the user and is an example of an audio device that outputs sound towards the user.

[0037] The controller 23 is connected to the operation processing unit 14. The operation processing unit 14 sends and receives data related to operation input to and from the controller 23. The operation processing unit 14 then transmits operation information indicating the operation input to the controller 23 to the control unit 16. The controller 23 is a controller used by the user and is an example of an operation unit operated by the user.

[0038] For example, the user inputs an operation signal to the game device 1 by operating the controller 23. That is, when the controller 23 receives an operation from the user, it transmits an operation signal corresponding to the user's operation to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits that operation information to the control unit 16.

[0039] The storage unit 15 stores various information and data. The storage unit 15 is composed of an HDD, SSD, RAM, ROM, etc. In this example, the storage unit 15 stores a game program and game data for running the game, user account information (user ID and password) for the user using the game device 1, a database for managing game media, etc. The game data includes image data for generating various images to be displayed on the display 21, audio data for generating various sounds output from the speaker 22, control data used to control processing by the game device 1 (e.g., setting values ​​such as thresholds), and information and data for managing the progress of the game (e.g., management information such as lists and tables, and data showing the progress of the game).

[0040] The control unit 16 controls the operation of the game device 1. The control unit 16 sends and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc. In this example, the control unit 16 controls the display 21 and speaker 22 by controlling the graphics processing unit 12 and the audio processing unit 13.

[0041] [Functional configuration of the control unit in a game device] The control unit 16 includes a game progress unit 100, a decision unit 101, and a display processing unit 102. Specifically, the control unit 16 functions as the game progress unit 100, the decision unit 101, and the display processing unit 102 by having its CPU execute various programs. This program is an example of a game program.

[0042] <Game Management Team> The game progression unit 100 controls and advances the game. For example, the game progression unit 100 advances the game by making the player character move within the game space in response to user input. The game progression unit 100 also makes non-player characters and predetermined objects (such as vehicles) move within the game space. For example, the game progression unit 100 uses AI (artificial intelligence) to control the movements of non-player characters and predetermined objects, and advances the game in response to the movements of the player character and non-player characters.

[0043] Specifically, the game progression unit 100 outputs images and sounds related to the game to the display 21 and speaker 22 based on game data. The game data includes image data representing images related to the game and sound data representing sounds related to the game. The user operates the controller 23 in accordance with the images and sounds output from the display 21 and speaker 22.

[0044] The game progression unit 100 acquires operation information indicating the input to the controller 23 and generates (updates) game data that reflects that operation information. Then, based on the generated (updated) game data, the game progression unit 100 outputs images and sounds related to the game to the display 21 and speaker 22. The game progresses as this process is repeated.

[0045] <Decision Section> The decision unit 101 determines a notification 50 related to the game according to the game's progress. For example, the decision unit 101 monitors the game's progress based on game data generated by the game progress unit 100 and generates data (such as image data including text data) for displaying the notification 50 determined according to the game's progress. The processing by the decision unit 101 (decision processing) is an example of a registration step in the processing by the game device 1 (display control method).

[0046] The notification 50 may be selected from a pre-prepared list of notification candidates, or it may be a combination of materials selected from a pre-prepared list of notification materials (for example, text that constitutes part of the notification), or it may be automatically generated by AI or the like.

[0047] Furthermore, notification 50 includes both the first notification 51 and the second notification 52. The priority of the second notification 52 is higher than that of the first notification 51. The decision unit 101 may determine whether notification 50 corresponds to the first notification 51 or the second notification 52.

[0048] For example, the decision unit 101 determines the type of information shown in the notification 50 and identifies the type of notification 50 corresponding to the type of information shown in the notification 50 by referring to a table that associates the type of information shown in the notification 50 with the type of notification 50 (whether it is a first notification 51 or a second notification 52). The decision unit 101 may also determine the priority of the notification 50 based on the information shown in the notification 50. In this case, the decision unit 101 may determine that the notification 50 is a first notification 51 if its priority is below a threshold, or it may determine that the notification 50 is a second notification 52 if its priority is not below a threshold.

[0049] In this example, the priority of the second notice 52 is set according to the type of information indicated in the second notice 52. For example, if the type of information indicated in the second notice 52 changes, the priority of the second notice 52 changes. The same applies to the first notice 51.

[0050] <Explanation of the notification> For example, Notification 51 is a notification indicating information of relatively low priority, such as information that is not urgent or information that, even if missed, will have little impact on the progress of the game. Examples of information shown in Notification 51 include the results of game progress and conversations (chat) between users.

[0051] For example, Notification 52 is a notification that indicates relatively high-priority information, such as information that is relatively urgent or information that, if missed, would have a relatively significant impact on the game's progress. Examples of information shown in Notification 52 include information regarding quest progress (especially completion / failure), information regarding the status of the gameplay field (especially significant changes in the status), and information regarding unexpected changes in the gameplay situation (especially party composition).

[0052] Examples of information related to quest progress include information indicating that the player character controlled by the user or another player character controlled by another user has been defeated, information indicating the remaining time in the quest, and information indicating that the objective for completing the quest has been achieved.

[0053] Examples of information regarding the state of the field where gameplay takes place include information indicating the transition between different phases, such as the Bountiful Period and the Desolate Period. The Bountiful Period is a time when more items are placed on the field than usual, and the number of enemy characters appearing increases, making it possible to expect to collect more items. The Desolate Period, conversely to the Bountiful Period, is a time when fewer items are placed on the field than usual, and the number of enemy characters appearing decreases, making it less likely to expect to collect items.

[0054] Examples of information regarding unexpected changes in gameplay status include information indicating that a communication error has caused the user's or another user's game console 10 to lose communication.

[0055] In the following explanation, "ordinary chat" is given as an example of the information shown in the first notice 51, and "important chat" is given as an example of the information shown in the second notice 52. Ordinary chat is information of relatively low urgency, while important chat is information of relatively high urgency.

[0056] <Display Processing Section> The display processing unit 102 displays the game image P10 (see Figure 2) on the display 21. In this example, the display processing unit 102 is responsible for a part of the processing (processing to display a predetermined image) for displaying the image by the game progress unit 100. The display processing unit 102 displays the image (image data) generated by the display processing unit 102 on the display 21. The processing by the display processing unit 102 (display processing) is an example of a display control step in the processing (display control method) by the game device 1.

[0057] Furthermore, the display processing unit 102 displays the notification 50 determined by the determination unit 101 on the display 21 along with the game image P10. The display processing unit 102 displays the notification 50 (first notification 51 and / or second notification 52) on the display 21 along with the image P10 such that the first notification 51 and the second notification 52 are displayed side by side in the notification area R0 provided on the game image P10, and the display modes of the first notification 51 and the second notification 52 are different.

[0058] [Notification display format] As shown in Figure 2, the first notification 51 and the second notification 52 are displayed side by side in the notification area R0, above and below the game image P10. Each of the first notification 51 and the second notification 52 is displayed as a "rectangular image containing the text to be notified."

[0059] The short and long sides of the image showing the first notice 51 correspond to the up-down and left-right directions of the game image P10, respectively. The length of the short side of the second notice 52 is longer than the length of the short side of the first notice 51. The length of the long side of the second notice 52 is equal to the length of the long side of the first notice 51.

[0060] In the following, the area of ​​notification area R0 in which the first notification 51 is displayed will be referred to as "first area R1," and the area of ​​notification area R0 that is not the area in which the first notification 51 is displayed will be referred to as "second area R2." Second area R2 is the area in which the second notification 52 is displayed. Note that if the first notification 51 is not displayed, second area R2 may be the entire area of ​​notification area R0. Similarly, if the second notification 52 is not displayed, first area R1 may be the entire area of ​​notification area R0.

[0061] The display mode for the first notification 51 is such that one or more (but no more than a predetermined number) first notifications 51 are displayed in chronological order within the notification area R0, and when the display of a new first notification 51 begins, the display of the oldest first notification 51 among the one or more first notifications 51 ends. The predetermined number is the upper limit of the number of first notifications 51 that can be displayed in the notification area R0. The number of first notifications 51 displayed in the first area R1 is limited to no more than the predetermined number.

[0062] Specifically, each time a new first notification 51 is determined, the first notification 51 shifts one row at a time from the display start position (bottom in this example) to the display end position (top in this example) in the first area R1. For example, if one first notification 51 is displayed near the display start position in the first area R1, and it is decided that a new first notification 51 should be displayed, the already positioned first notification 51 shifts towards the display end position (top), and the new first notification 51 is positioned near the display start position. Also, if a first notification 51 is displayed near the display end position in the first area R1, and it is decided that a new first notification 51 should be displayed, the display of the first notification 51 positioned at the display end position in the first area R1 ends, and the new first notification 51 is positioned at the display start position. In the first area R1, the first notifications 51 are displayed using a so-called FIFO (First In First Out) method.

[0063] In this example, the shift process described above (the process in which the first notification 51 is shifted one step at a time from the display start position to the display end position in the first region R1) is performed in accordance with the "determination of a new first notification 51" and the "passage of time". The shift process will be explained in detail later.

[0064] The display mode of the second notification 52 is such that the second notification 52 is continuously displayed for a predetermined time within a predetermined area (second area R2) that is not the area in which one or more (but not more than a predetermined number) of the first notifications 51 are displayed within the notification area R0.

[0065] In this example, the display mode for the second notification 52 is such that, after the display of the second notification 52 within the predetermined area (second area R2) is completed, the display of the next second notification 52 within the predetermined area (second area R2) is started. Furthermore, in the display mode for the second notification 52, if the priority of the newly determined second notification 52, the "new second notification," determined by the determination unit 101, is higher than the priority of the currently displayed second notification 52, the "old second notification," the display of the old second notification is interrupted and the display of the new second notification is started, and after the display of the new second notification is completed, the display of the old second notification is resumed.

[0066] Furthermore, the manner in which the display of the second notice 52 ends (how the display ends) may be such that the second notice 52 suddenly disappears (is immediately deleted at the time the display ends), or it may be such that the second notice 52 gradually disappears. The same applies to the first notice 51.

[0067] Furthermore, the state "the display of the second notification 52 has ended" includes not only the state in which the image (data) of the second notification 52 has been completely removed from the game image P10, but also the state in which the image of the second notification 52 exists as data in the game image P10, but the image of the second notification 52 cannot be recognized with the naked eye (for example, the image brightness is low or the image transparency is high). The same applies to the first notification 51.

[0068] Furthermore, as shown in Figure 2, the display processing unit 102 displays the notification 50 on the display 21 together with the image P10, so that the second notification 52 displayed in the notification area R0 is associated with a time display element 61 indicating the display time of the second notification 52.

[0069] In this example, the time display element 61 is a playback bar, a bar-shaped display element that extends horizontally across the game image P10. The length of the time display element 61 changes according to the remaining time of the display of the second notification 52 (the time remaining until the display ends). Specifically, at the point when the remaining time of the display of the second notification 52 is longest (the start of the display), the length of the time display element 61 is at its minimum (e.g., zero), and as the remaining time of the display of the second notification 52 decreases, the length of the time display element 61 gradually increases, reaching its maximum length just before the point when the remaining time of the display of the second notification 52 becomes zero (the end of the display).

[0070] Furthermore, in a display configuration where the display of the old second notice is interrupted and the display of the new second notice begins, and the display of the old second notice resumes after the display of the new second notice has finished, the time for displaying the old second notice may be from the beginning, regardless of how long the old second notice was displayed before the interruption. Alternatively, the time for redisplaying the old second notice may vary depending on how long the old second notice was displayed before the interruption. For example, if the time the old second notice was displayed before the interruption was less than half, it may be redisplayed from the beginning; if it was more than half, it may be redisplayed for only that half of the time. Alternatively, the old second notice may be redisplayed for the remaining time after subtracting the time the old second notice was displayed before the interruption from the predetermined display time.

[0071] Furthermore, as shown in Figure 2, the display processing unit 102 may display notification 50 on the display along with image P10 so that the stock display element 62 is also displayed in the second notification 52 shown in the notification area R0. The stock display element 62 is an element that represents the number of second notifications 52 in a display waiting state, which are not currently displayed in the notification area R0 but have been decided to be displayed in the notification area R0 after the currently displayed second notification 52. In the example in Figure 2, the stock display element 62 is displayed superimposed on the lower right portion of the currently displayed second notification 52. In Figure 2, the number "2" is displayed as the stock display element 62. This indicates that there are two second notifications 52 in a display waiting state.

[0072] As shown in Figure 2, the notification area R0 is provided in image P10 so that the notification 50 displayed in the notification area R0 does not overlap with the player character C1 in image P10. Specifically, the notification area R0 is provided in the peripheral area of ​​image P10, avoiding the central area of ​​image P10. [Notification display processing] The display processing unit 102 performs in parallel the "first notification display processing," which is the processing for displaying the first notification 51, and the "second notification display processing," which is the processing for displaying the second notification 52.

[0073] [First Notification Display Processing] Next, the first notification display process will be explained with reference to Figure 3.

[0074] <Step S11> The display processing unit 102 determines whether a new first notification 51 has been determined by the determination unit 101. If a new first notification 51 has been determined, the process in step S12 is performed; otherwise, the process in step S13 is performed.

[0075] <Step S12> When a new first notification 51 is determined, the display processing unit 102 performs a first shift process. In the first shift process, the display processing unit 102 shifts one or more (but less than or equal to a predetermined number) first notifications 51 displayed in the first area R1 upwards one row at a time (towards the top of the first area R1). If there is a first notification 51 located at the top of the first area R1 (display end position), the display processing unit 102 does not shift that first notification 51 and ends the display of that first notification 51. The display processing unit 102 also displays a new first notification 51 at the bottom of the first area R1 (display start position).

[0076] Furthermore, if there is a gap of one or more first notifications 51 between the lowest first notification 51 among the one or more first notifications 51 displayed in the first area R1 and the bottom of the first area R1 (display start position), the display processing unit 102 may display the notification directly below the lowest first notification 51, rather than at the bottom of the first area R1.

[0077] <Step S13> If a new first notification 51 has not been determined, the display processing unit 102 determines whether a predetermined update time has elapsed since the last shift processing was performed. If the update time has elapsed, the process in step S14 is performed; otherwise, the process in step S11 is performed.

[0078] <Step S14> When the update time has elapsed since the previous shift processing was performed, the display processing unit 102 performs the second shift processing. The second shift processing is the same as the first shift processing but without the "display of new first notifications 51". In the second shift processing, the display processing unit 102 shifts one or more (but less than or equal to a predetermined number) first notifications 51 displayed in the first area R1 upwards one row at a time (towards the top of the first area R1). However, if there is a first notification 51 located at the top of the first area R1 (display end position), the display processing unit 102 does not shift that first notification 51 and ends the display of that first notification 51.

[0079] [Second notification display process] Next, the second notification display process will be explained with reference to Figure 4.

[0080] <Step S21> The display processing unit 102 determines whether a new second notification 52 has been determined by the determination unit 101. If a new second notification 52 has been determined, the process in step S22 is performed.

[0081] <Step S22> When a new second notification 52 is determined, the display processing unit 102 determines whether or not there is a second notification 52 currently displayed on the display 21. If there is no second notification 52 currently displayed on the display 21, the process in step S23 is performed; otherwise, the process in step S24 is performed.

[0082] <Step S23> When a new second notification 52 is determined, if there is no second notification 52 currently displayed on the display 21, the display processing unit 102 starts displaying the new second notification 52. Specifically, the display processing unit 102 displays the new second notification 52 on the display 21 along with the game image P10 so that the new second notification 52 is displayed in the notification area R0. Next, the process of step S31 is performed.

[0083] <Step S24> When a new second notification 52 is determined, if there is a second notification 52 already displayed on the display 21, the display processing unit 102 determines whether the priority of the new second notification 52, the "new second notification," is higher than the priority of the second notification 52 already displayed on the display 21, the "old second notification." If the priority of the new second notification is not higher than the priority of the old second notification, the process in step S25 is performed; otherwise, the process in step S26 is performed.

[0084] <Step S25> If the priority of the new second notification is not higher than the priority of the old second notification, the display processing unit 102 does not display the new second notification, but instead stores the new second notification in the stock area of ​​the storage unit 15 (an area for storing second notifications). In this way, the new second notification is stored.

[0085] Furthermore, the display processing unit 102 displays the stock display element 62 on the display 21 so that the stock display element 62 is displayed in association with the second notification 52. If the stock display element 62 is already displayed, 1 is added to the stock count indicated in that stock display element 62. If a new stock display element 62 is to be displayed, a stock display element 62 showing "1" is displayed. Next, the processing of step S31 is performed.

[0086] <Step S26> If the priority of the new second notification is higher than the priority of the old second notification, the display processing unit 102 interrupts the display of the old second notification (the second notification 52 currently displayed on the display 21) and starts displaying the new second notification (the new second notification 52). The display processing unit 102 also stores the old second notification whose display was interrupted in the stock area of ​​the storage unit 15. Thus, the old second notification is stored. Next, the processing of step S31 is performed.

[0087] <Step S31> Next, the display processing unit 102 determines whether a predetermined time has elapsed since the second notification 52 was displayed on the display 21. If the predetermined time has not elapsed, the process in step S32 is performed; otherwise, the process in step S33 is performed.

[0088] <Step S32> If a predetermined time has not elapsed since the second notification 52 was displayed, the display processing unit 102 determines whether a new second notification 52 has been determined by the determination unit 101. If a second notification 52 has been determined, the process in step S22 is performed; otherwise, the process in step S31 is performed.

[0089] <Step S33> If a predetermined time has elapsed since the second notification 52 was displayed, the display processing unit 102 terminates the display of the second notification 52.

[0090] <Step S34> Next, the display processing unit 102 determines whether or not the second notification 52 is stored in the stock area of ​​the storage unit 15 (i.e., whether or not there is a stock of the second notification 52). If there is a stock of the second notification 52, the process proceeds to step S35; otherwise, the process in step S21 is performed.

[0091] <Step S35> If there is a stock of the second notification 52, the display processing unit 102 reads the second notification 52 from the stock area of ​​the storage unit 15 and starts displaying the second notification 52. After that, the process of step S31 is performed.

[0092] [Specific example of a change in notification 1] As shown in Figure 5, when five first notifications 51, from "Normal Chat 1" to "Normal Chat 5," are displayed in notification area R0, and a new second notification 52 indicating "Important Chat 1" is determined, the display of the second notification 52 indicating "Important Chat 1" begins in the second area R2 of notification area R0. In addition, the display of the time display element 61 associated with the second notification 52 begins.

[0093] Furthermore, in the first area R1 of the notification area R0, as time passes, the display of the first notification 51 indicating "Normal Chat 1" ends, and the four first notifications 51 from "Normal Chat 2" to "Normal Chat 5" shift upward one row at a time.

[0094] Next, as the three new first notifications 51 from "Normal Chat 6" to "Normal Chat 8" are determined in order, the four first notifications 51 from "Normal Chat 2" to "Normal Chat 5" shift upward one row at a time in the first area R1 of notification area R0, and the display of the three first notifications 51 from "Normal Chat 2" to "Normal Chat 4" is completed in order, and the first notification 51 indicating "Normal Chat 5" is placed at the very top of the first area R1. Also, in the first area R1, the three new first notifications 51 from "Normal Chat 6" to "Normal Chat 8" are displayed in order, shifting upward one row at a time.

[0095] [Specific example of changes in notifications, part 2] As shown in Figure 6, when four first notifications 51, from "Normal Chat 5" to "Normal Chat 8," are displayed in the first area R1, and a second notification 52 indicating "Important Chat 1" is displayed in the second area R2, if a new second notification 52 indicating "Important Chat 2" with a lower priority than the second notification 52 indicating "Important Chat 1" is determined, the new second notification 52 indicating "Important Chat 2" is not displayed and is instead stored. As a result, the display of the stock display element 62 indicating "1" is initiated as the stock display element 62 associated with the second notification 52 indicating "Important Chat 1."

[0096] Next, as time passes, when the display of the second notification 52 indicating "Important Chat 1" ends, the display of the stocked second notification 52 indicating "Important Chat 2" begins. As a result, the stock of second notifications is depleted, and the display of the stock display element 62 indicating the number of stocked second notifications 52 ends.

[0097] In Figure 6, while the second notification 52 displayed in the second area R2 changes from "Important Chat 1" to "Important Chat 2," in the first area R1 of the notification area R0, as time passes, the display of the first notification 51 indicating "Normal Chat 5" ends, and the three first notifications 51 from "Normal Chat 6" to "Normal Chat 8" shift upward one level each. Furthermore, the display of the first notification 51 indicating "Normal Chat 6" ends, and the two first notifications 51 from "Normal Chat 7" to "Normal Chat 8" shift upward one level each.

[0098] [Specific example of changes in notifications, part 3] As shown in Figure 7, when four first notifications 51, from "Normal Chat 5" to "Normal Chat 8," are displayed in the first area R1, and a second notification 52 indicating "Important Chat 1" is displayed in the second area R2, if a new second notification 52 indicating "Important Chat 2" with a higher priority than the second notification 52 indicating "Important Chat 1" is determined, the display of the second notification 52 indicating "Important Chat 1" is interrupted, and the display of the second notification 52 indicating "Important Chat 2" is started.

[0099] Additionally, the second notification 52 indicating "Important Chat 1," whose display was interrupted, is stored. As a result, the display of the stock display element 62 indicating "1" begins as the stock display element 62 associated with the second notification 52 indicating "Important Chat 2."

[0100] Next, as time passes, when the display of the second notification 52 indicating "Important Chat 2" ends, the display of the second notification 52 indicating "Important Chat 1," which was in stock, resumes. As a result, the stock of second notifications runs out, and the display of the stock display element 62 indicating the number of second notifications 52 in stock ends.

[0101] In Figure 7, while the second notification 52 displayed in the second area R2 changes from "Important Chat 2" to "Important Chat 1," the same behavior as described in [Specific Example of Notification Change 2] unfolds in the first area R1 of the notification area R0.

[0102] [Summary of Embodiments] In summary, the game program of the embodiment causes a computer system having one or more cooperating computers (control units 16) to function as a determination unit 101 that determines game-related notifications 50 according to the progress of the game, and a display processing unit 102 that displays the notifications 50 determined by the determination unit 101 on the display 21 along with the game image P10. The notifications 50 include a first notification 51 and a second notification 52 which has a higher priority than the first notification 51. The display processing unit 102 displays the notifications 50 on the display 21 along with the image P10 such that the first notification 51 and the second notification 52 are displayed side by side in a notification area R0 provided on the image P10, and the display modes of the first notification 51 and the second notification 52 are different.

[0103] Furthermore, the game system of this embodiment includes the above-mentioned determination unit 101 and the above-mentioned display processing unit 102.

[0104] Furthermore, the display control method of the embodiment is a display control method that controls the display of a game image P10, and comprises a decision step (decision process) that determines game-related notifications according to the progress of the game, and a display control step (display process) that displays the notifications 50 determined in the decision step together with the game image P10 on the display 21. The notifications 50 include a first notification 51 and a second notification 52 which has a higher priority than the first notification 51. In the display control step, the notifications 50 are displayed on the display 21 together with the image P10 such that the first notification 51 and the second notification 52 are displayed side by side in a notification area R0 provided on the image P10, and the display modes of the first notification 51 and the second notification 52 are different.

[0105] [Effects of the Embodiment] As described above, in this embodiment, by making the display modes of the first notification 51 and the second notification 52 different, the user can be made to distinguish whether the notification 50 displayed on the display 21 is the first notification 51 or the second notification 52 (two notifications with different priorities). This allows the user to recognize the priority of the notification 50 displayed together with the game image P10, thereby improving user convenience.

[0106] Furthermore, in this embodiment, the display mode for the first notification 51 is such that one or more (but no more than a predetermined number) first notifications 51 are displayed in chronological order within the notification area R0, and when the display of a new first notification 51 begins, the display of the oldest of the one or more first notifications 51 ends. The display mode for the second notification 52 is such that the second notification 52 is displayed for a predetermined time within a predetermined area (second area R2) that is not the area (first area R1) in the notification area R0 where one or more first notifications are displayed.

[0107] In the above configuration, the first notification 51 can be displayed one after another, and the second notification 52 can be displayed carefully. This allows the second notification 52 to be displayed with priority over the first notification 51.

[0108] Furthermore, in this embodiment, the display mode of the second notification 52 is such that, after the display of the second notification 52 within a predetermined area (second area R2) is completed, the display of the next second notification 52 within the predetermined area is started.

[0109] In the above configuration, multiple second notifications 52 can be displayed one by one in sequence within a predetermined area (second area R2). This allows multiple second notifications 52 to be recognized one by one in sequence.

[0110] Furthermore, in this embodiment, the display mode of the second notice 52 is such that when the priority of the new second notice 52, which is a second notice newly determined by the determination unit 101, is higher than the priority of the old second notice 52, which is the second notice currently being displayed, the display of the old second notice is interrupted and the display of the new second notice is started, and after the display of the new second notice is finished, the display of the old second notice is resumed.

[0111] With the above configuration, the new second notification, which has a higher priority than the old second notification, can be displayed preferentially.

[0112] In this embodiment, the display processing unit 102 displays the notification 50 on the display 21 together with the image P10, such that the second notification 52 displayed in the notification area R0 is associated with a time display element 61 indicating the display time of the second notification 52.

[0113] In the above configuration, the second notification 52 is associated with and displayed as a time display element 61, thereby allowing the user to recognize that the second notification 52 is being displayed over time.

[0114] Furthermore, in this embodiment, a player character C1 that operates in response to user input is placed in the game space where the game progresses. The notification area R0 is provided in image P10 so that the notification 50 displayed in the notification area R0 does not overlap with the player character C1 in image P10. Specifically, in this embodiment, the notification area R0 is provided avoiding the central area of ​​image P10.

[0115] In the above configuration, the display of notification 50 in image P10 can be prevented from interfering with gameplay.

[0116] (Modification of Embodiment 1) The game device 1 of the modified embodiment 1 differs from the game device 1 of the embodiment in the display mode (second notification display processing) of the second notification 52. The other configurations and processes of the game device 1 of the modified embodiment 1 are the same as those of the game device 1 of the embodiment.

[0117] In the modified embodiment 1, the display mode of the second notification 52 is such that the second notification 52 is displayed continuously for a predetermined time within a predetermined area (second area R2), and then the second notification 52 is displayed as one or more (but not more than a predetermined number) of first notifications 51 arranged in chronological order within the notification area R0.

[0118] The second notification display process in the modified embodiment 1 differs from the second notification display process in step S33 shown in Figure 4. The other steps of the second notification display process in the modified embodiment 1 are the same as the steps of the second notification display process in the embodiment shown in Figure 4.

[0119] In the modified embodiment 1, in step S33, the display processing unit 102 determines the second notification 52 as a "new first notification 51" after finishing the display of the second notification 52 in the notification area R0. As a result, the condition "a new first notification 51 is determined" in step S11 of the first notification display process shown in Figure 3 is met, and the display processing unit 102 performs the first notification display process.

[0120] [Specific examples of changes in notifications] As shown in Figure 8, when four first notifications 51, from "Normal Chat 5" to "Normal Chat 8," are displayed in the first area R1, and a second notification 52 indicating "Important Chat 1" is displayed in the second area R2, once the display of the second notification 52 indicating "Important Chat 1" ends due to the passage of time, the second notification 52 indicating "Important Chat 1" is treated as a new first notification 51 indicating "Important Chat 1." As a result, the new first notification 51 indicating "Important Chat 1" is displayed directly below the first notification 51 indicating "Normal Chat 8," which is the lowest of the four first notifications 51 displayed in notification area R0.

[0121] Furthermore, when a predetermined time has elapsed for "Important Chat 1" to remain displayed in the second area R2, instead of ending the display of the second notification 52 indicating "Important Chat 1," the handling of "Important Chat 1" may be switched from the second notification 52 to the first notification 51 while "Important Chat 1" remains displayed.

[0122] Subsequently, when two new first notifications 51 representing "Normal Chat 9" and "Normal Chat 10" are determined in sequence, the four first notifications 51 representing "Normal Chat 5" through "Normal Chat 8" and the first notification 51 representing "Important Chat 1" shift upward one row at a time in the notification area R0. The display of the two first notifications 51 representing "Normal Chat 5" and "Normal Chat 6" then finishes, and the first notification 51 representing "Normal Chat 7" is placed at the top of the first area R1. Also, in the notification area R0, the two new first notifications 51 representing "Normal Chat 9" and "Normal Chat 10" are displayed sequentially below the first notification 51 representing "Important Chat 1," and shift upward one row at a time along with the three first notifications 51 representing "Normal Chat 7," "Normal Chat 8," and "Important Chat 1."

[0123] [Effects of Modified Example 1 of the Embodiment] In the modified embodiment 1, after the display of the second notification 52 within a predetermined area (second area R2) has finished, the second notification 52 can be displayed as the first notification 51. This increases the opportunities to recognize the notification 50 corresponding to the second notification 52, making it easier to recognize the notification 50 corresponding to the second notification 52.

[0124] (Modified embodiment 2) The game device 1 of the modified embodiment 2 differs from the game device 1 of the embodiment in the type of notification 50 and the second notification display process. The other configurations and processes of the game device 1 of the modified embodiment 2 are the same as those of the game device 1 of the embodiment.

[0125] As shown in Figure 9, in the modified embodiment 2, notification 50 includes a second notification 52 indicating "dialogue appropriate to the game situation." Hereafter, dialogue appropriate to the game situation will be referred to as "the voice of God." For example, the voice of God is dialogue from a non-player character appearing in the game (the receptionist in the example in Figure 9), and includes advice from the non-player character (advice to help with the game's progress). By listening to the voice of God, the user can understand what action to take next in the gameplay.

[0126] Furthermore, the length of the time display element 61 (length of the playback bar) associated with the second notification 52 indicating the "Voice of Heaven" will be the length corresponding to the playback time of the Voice of Heaven. Specifically, the start time of the playback of the Voice of Heaven coincides with the start time of the display of the second notification 52, and the end time of the playback of the Voice of Heaven coincides with the end time of the display of the second notification 52. The length of the time display element 61 will be shortest (e.g., zero) at the start of the playback of the Voice of Heaven and longest just before the end of the playback of the Voice of Heaven.

[0127] Furthermore, the second notification display process in the modified embodiment 2 differs from the second notification display process in step S33 shown in Figure 4. The other steps of the second notification display process in the modified embodiment 2 are the same as the steps of the second notification display process in the embodiment shown in Figure 4.

[0128] In the modified embodiment 2, in step S33, the display processing unit 102 determines whether the second notification 52 in the notification area R0 is a second notification 52 indicating "the voice of God" after it has finished displaying the second notification 52 in the notification area R0.

[0129] If the second notification 52 whose display has ended in step S33 corresponds to the second notification 52 indicating "Voice of Heaven," the display processing unit 102 performs the same processing as in the modified example 3 of the embodiment. Specifically, the display processing unit 102 determines the second notification 52 indicating "Voice of Heaven" whose display has ended to be a "new first notification 51." As a result, the condition in step S11 of the first notification display processing shown in Figure 3, "a new first notification 51 is determined," is met, and the display processing unit 102 performs the first notification display processing.

[0130] On the other hand, if the second notification 52 whose display ended in step S33 corresponds to the second notification 52 indicating "the voice of God", the display processing unit 102 may perform the same processing as in the embodiment. Specifically, the display processing unit 102 may perform the following processing (processing in step S34) without determining the second notification 52 whose display ended to be a "new first notification 51".

[0131] [Specific examples of changes in notifications] As shown in Figure 10, when four first notifications 51, from "Normal Chat 5" to "Normal Chat 8," are displayed in the first area R1, and a second notification 52 indicating "Important Chat 1" is displayed in the second area R2, if a new second notification 52 indicating "Voice of Heaven 1" with a higher priority than the second notification 52 indicating "Important Chat 1" is determined, the display of the second notification 52 indicating "Important Chat 1" is interrupted, and the display of the second notification 52 indicating "Voice of Heaven 1" is started.

[0132] Additionally, the second notification 52 indicating "Important Chat 1," whose display was interrupted, is stored. As a result, the display of the stock display element 62 indicating "1" begins as the stock display element 62 associated with the second notification 52 indicating "Voice of Heaven 1."

[0133] Next, when the display of the second notification 52 indicating "Voice of Heaven 1" ends, the second notification 52 indicating "Voice of Heaven 1" is treated as a new first notification 51 indicating "Voice of Heaven 1". As a result, the new first notification 51 indicating "Voice of Heaven 1" is displayed directly below the first notification 51 indicating "Normal Chat 8", which is the lowest of the three first notifications 51 displayed in the first area R1. At the same time, the display of the stocked second notification 52 indicating "Important Chat 1" is resumed. As a result, there are no more stocks of second notifications, and the display of the stock display element 62 indicating the number of stocks of second notification 52 ends.

[0134] Furthermore, when a predetermined time has elapsed for the second notification 52 indicating "Voice of Heaven 1" to remain displayed in the second area R2, instead of ending the display of the second notification 52 indicating "Voice of Heaven 1", the second notification 52 indicating "Voice of Heaven 1" may remain displayed, and the handling of the notification 50 indicating "Voice of Heaven 1" may be switched from the second notification 52 to the first notification 51.

[0135] [Effects of Modified Example 2 of the Embodiment] In the modified embodiment 2, after the display of the second notification 52 indicating "the voice from heaven" within a predetermined area (second area R2) has finished, the second notification 52 can be displayed as the first notification 51. This increases the opportunities to recognize the notification 50 indicating "the voice from heaven," making it easier to recognize the notification 50 indicating "the voice from heaven."

[0136] (Modification of Embodiment 3) In the third modified embodiment, notification 50 includes notifications related to a predetermined process. The display processing unit 102 performs shortcut processing using the "notifications related to a predetermined process". The other configurations and processes of the game device 1 in the third modified embodiment are the same as those of the game device 1 in the embodiment.

[0137] Shortcut processing is a process for simplifying the steps for presenting the results of the predetermined processing described above. In shortcut processing, the display processing unit 102 responds to an operation to select a "notification related to the predetermined processing" from among the notifications 50 displayed together with the game image P10, and displays a result image showing the result of the predetermined processing on the display 21.

[0138] Examples of the prescribed processes described above include a wishlist display process for displaying a wishlist image on display 21, a wishlist registration process for registering a game medium (e.g., equipment) specified by the user to the wishlist, and a quest application process for applying to participate in a quest. The wishlist is a list in which equipment (items) that the user wishes to obtain in the future are registered. Hereafter, the "notifications related to the prescribed processes" described above will be simply referred to as "prescribed notifications."

[0139] [Shortcuts related to the wishlist display process] Next, we will explain shortcut processing using the example of a case where the above-mentioned predetermined process is the "wishlist display process," and the predetermined notification related to the wishlist display process is a "notification indicating that the necessary materials (items) for generating the equipment registered in the wishlist are available."

[0140] As shown in Figure 11, notification 50, which corresponds to the predetermined notification related to the "wishlist display process" described above, displays the information "Materials for Sword B are all collected!". This notification 50 also includes a shortcut display element 70. The shortcut display element 70 is a display element that instructs the display of a result image showing the result of the predetermined process. In this example, the shortcut display element 70 is a start button labeled "START", which can be selected by operating the controller 23.

[0141] In the example in Figure 11, the second notification 52 is given as an example of a notification 50 that includes a shortcut display element 70, but the shortcut display element 70 may also be included in the first notification 51. The predetermined notification may be the first notification 51 or the second notification 52. The predetermined notification is displayed in the notification area R0 as notification 50 (first notification 51 or second notification 52).

[0142] When an operation to select a shortcut display element 70 included in a notification 50 (predetermined notification) displayed in the notification area R0 from among the game images P10 displayed on the display 21 is input to the controller 23, the display processing unit 102 automatically starts the process (wishlist display process) to display a wishlist image on the display 21 that shows "Sword B" for which all materials are available.

[0143] As shown in Figure 12, the wishlist image P70 displayed on the display 21 by the wishlist display processing of the display processing unit 102 indicates that all the materials necessary to create "Sword B" are available. In the example in Figure 12, the materials necessary to create "Sword B" are "Wing A", "Scale A", and "Ore A", and it is shown that the number of each of these materials possessed is greater than or equal to the required amount.

[0144] Furthermore, the wishlist image P70 shown in Figure 12 includes a button (labeled "Generate") for generating "Sword B" by consuming "Wing A," "Scale A," and "Ore A." When the controller 23 receives input to select this button, the game progress unit 100 generates "Sword B" by consuming "Wing A," "Scale A," and "Ore A," and then places the generated "Sword B" in the player character's possession. Since the player character and user ID are associated, the item "Sword B" is ultimately granted to the user.

[0145] To display the Wishlist image P70 on the display 21 without using shortcuts, it is necessary to perform the following operations: display the menu screen image, select "Display Wishlist Image P70" from the menu screen images, and display the information related to "Sword B" in the Wishlist image P70 displayed on the display 21.

[0146] On the other hand, when using shortcut processing, simply by selecting the "Notification 50 related to a predetermined process (Notification 50 including shortcut display element 70)" displayed on the display 21, the desired wishlist image P70, that is, the image of "Sword B with all materials" related to the content displayed in notification 50 within the wishlist image P70, can be displayed on the display 21.

[0147] [Shortcut process related to wishlist registration] Next, we will explain shortcut processing using the example of a case where the above-mentioned prescribed process is a "wishlist registration process" and the prescribed notification related to the wishlist registration process is a "notification showing equipment recommended by other users."

[0148] When the controller 23 receives an input to select a shortcut display element 70 included in a notification 50 (predetermined notification) displayed in the notification area R0 from the game image P10 displayed on the display 21, the display processing unit 102 automatically starts the process of registering the equipment recommended by other users to the wish list (wish list registration process). In this way, equipment recommended by other users can be registered to the wish list simply by selecting the shortcut display element 70.

[0149] [Shortcut process related to quest application processing] Next, we will explain shortcut processing using the example of a case where the above-mentioned prescribed process is a "quest application process" and the prescribed notification related to the wishlist registration process is a "notification indicating a quest that another user has invited you to participate in."

[0150] When the controller 23 receives an input to select a shortcut display element 70 included in a notification 50 (predetermined notification) displayed in the notification area R0 from the game image P10 displayed on the display 21, the display processing unit 102 automatically starts the process of applying to join a quest that another user has invited the user to join (quest application process). In this way, by simply performing the operation of selecting the shortcut display element 70, the user can apply to join a quest that another user has invited the user to join.

[0151] [Effects of Modified Example 3 of the Embodiment] In the third modified embodiment, the steps leading up to the display of a result image showing the result of a predetermined process on the display 21 can be simplified.

[0152] Other examples of combinations of the above-mentioned "designated notification" and "shortcut process performed automatically by the operation to select the designated notification" include combinations of "notification indicating that designated information has been updated" and "process to confirm that designated information," and combinations of "notification indicating an invitation such as a friend request" and "process to respond to that invitation." Examples of the above-mentioned designated information include information that supplies have been replenished and information regarding changes in the conditions of the field where gameplay takes place.

[0153] (Other embodiments) In the above explanation, the following configuration or processing may be used.

[0154] The orientation in which the first notification 51 and the second notification 52 are aligned is not limited to the vertical direction in the game image P10. For example, the orientation in which the first notification 51 and the second notification 52 are aligned may be the horizontal direction in the game image P10. Also, the second notification 52 may be displayed above the first notification 51. Furthermore, the first notification 51 and the second notification 52 may be displayed overlapping each other, such that the second notification 52 is on top of the first notification 51 (for example, the second notification 52 hides part of the first notification 51). Furthermore, the duration for which the display of the second notice 52 continues (predetermined duration) may be set to a duration corresponding to the priority of the second notice 52. For example, the higher the priority of the second notice 52, the longer the duration for which the display of the second notice 52 continues (predetermined duration).

[0155] The process of displaying notification 50 in notification area R0 (notification display process) may be performed at all times, or it may be performed only in predetermined situations in the game (for example, while participating in a quest).

[0156] The display mode of the notification 50 shown in the notification area R0 may be changeable by the user. For example, it may be possible to terminate the display of the second notification 52 before it is displayed for a predetermined time. Also, it may be possible to set (select) whether to display or hide the notification 50 depending on the type of notification 50. Also, it may be possible to set (select) the priority of the notification 50 depending on the type of notification 50.

[0157] To prevent confusion between "shortcut operations," which are operations for performing shortcuts, and "gameplay operations," which are operations for gameplay, the priority of shortcut operations may be set lower than that of gameplay operations, or the button settings for shortcut operations may be different from those for gameplay operations. One way to set the priority of shortcut operations lower than that of gameplay operations is that during gameplay, when the player character is being controlled, that control takes precedence, and shortcut operations become active when the player character is not being controlled.

[0158] Furthermore, a list (log) of the notifications 50 that were displayed on the display 21 may be stored in the storage unit 15 so that any missed notifications 50 can be checked later. In addition, an image showing the list of notifications 50 may be displayed on the display 21 in response to an operation to view this list of notifications 50 (for example, an operation to select a predetermined menu on a menu screen).

[0159] The game program may be implemented to be executed by multiple cooperating computers. In this case, the processing performed in the control unit 16 of the game device 1 may be handled by one of the multiple computers, or it may be divided among multiple computers. For example, the game program may be a game program for an online game that is executed by the control unit of the game device 1 and the control unit of a server device (not shown) communicating via a network.

[0160] In the above case, the processing performed in the control unit 16 of the game device 1 may be performed in the control unit of the server device, or it may be shared between the control unit of the game device 1 and the control unit of the server device. The game system may consist of the control unit of one information processing device (game device 1), or it may consist of the control units of multiple information processing devices.

[0161] For example, in the above embodiment, it was explained that a database for managing game media, information and data for managing game progress (e.g., management information such as lists and tables, and data showing game progress results), various data related to notifications 50, and data related to wish lists are stored in the storage unit 15 of the game device 1. However, these may also be stored and managed in the server device in association with a user ID or the like. In this case, when a user logs into the game and selects save data for a player character to play, the user ID and data related to the selected save data are sent to the server device, and the server device sends the data related to the selected save data from the data it manages to the game device 1, allowing the user to enjoy the same game as in the above embodiment.

[0162] Games are not limited to action games. For example, a game could be a role-playing game, a simulation game, or any other type of game.

[0163] The effects and benefits of the present invention will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine these embodiments with other embodiments, and with other embodiments as appropriate. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of Symbols]

[0164] 1. Game device (game system) 10 game consoles 11 Network Interfaces 12 Graphics Processing Unit 13 Audio Processing Unit 14 Operation Processing Unit 15 Storage section 16 Control Unit 21 displays 22 speakers 23 Controllers 50 notifications 51 First notification 52 Second Notice 61 Time display elements 62 Stock Display Elements 70 shortcut display elements 100 Game Management Department 101 Decision Section 102 Display Processing Unit

Claims

1. A computer system having one or more cooperating computers, A decision unit that determines notifications related to the game according to the game's progress, It functions as a display processing unit that displays the notification determined by the determination unit on the display along with the image of the game. The aforementioned notice includes a first notice and a second notice which has a higher priority than the first notice. The display processing unit displays the notifications on the display along with the image such that the first notification and the second notification are displayed side by side in the notification area provided in the image, and the display modes of the first notification and the second notification are different. Game program.

2. In the game program of claim 1, The display mode for the first notification is such that one or more first notifications are displayed in chronological order within the notification area, and when the display of a new first notification begins, the display of the oldest of the one or more first notifications ends. The display mode of the second notification is such that the second notification is continuously displayed for a predetermined time within a predetermined area of ​​the notification area that is not an area where one or more of the first notifications are displayed. Game program.

3. In the game program of claim 2, The display mode of the second notification is such that the second notification is displayed continuously for a predetermined time within the predetermined area, and then the second notification is displayed as one or more of the first notifications arranged in chronological order within the notification area. Game program.

4. In the game program of claim 2, The display mode of the second notification is such that, after the display of the second notification within the predetermined area is completed, the display of the next second notification within the predetermined area begins. Game program.

5. In the game program of claim 2, The display mode for the second notification is such that, when the priority of the new second notification, which is the second notification newly determined by the determination unit, is higher than the priority of the old second notification, which is the second notification currently being displayed, the display of the old second notification is interrupted and the display of the new second notification is started, and after the display of the new second notification is finished, the display of the old second notification is resumed. Game program.

6. In the game program of claim 2, The display processing unit causes the display processing unit to display the notification on the display along with the image such that the second notification displayed in the notification area is associated with a time display element indicating the display time of the second notification. Game program.

7. In the game program of claim 1, The notification area is provided while avoiding the central area of ​​the image. Game program.

8. In the game program of claim 1, In the game space where the aforementioned game progresses, player characters that move in response to user input are placed, The notification area is provided in the image such that the notification displayed in the notification area does not overlap with the player character in the image. Game program.

9. In the game program of claim 1, The aforementioned notification includes notifications related to the prescribed processing, The display processing unit, in response to an operation to select a notification related to the predetermined process from among the notifications displayed together with the image, displays a result image on the display indicating the result of the predetermined process. Game program.

10. A decision unit that determines notifications related to the game according to the game's progress, The system includes a display processing unit that displays the notification determined by the determination unit on a display along with the image of the game, The aforementioned notice includes a first notice and a second notice which has a higher priority than the first notice. The display processing unit displays the notifications on the display along with the image such that the first notification and the second notification are displayed side by side in the notification area provided in the image, and the display modes of the first notification and the second notification are different. Game system.

11. A method for controlling the display of game images, A decision step to determine a notification related to the game according to the progress of the game, The system includes a display control step which causes the notification determined in the determination step to be displayed on the display along with the image of the game, The aforementioned notice includes a first notice and a second notice which has a higher priority than the first notice. In the display control step, the first notification and the second notification are displayed side by side in a notification area provided in the image, and the notifications are displayed on the display together with the image such that the display modes of the first notification and the second notification are different. Display control method.

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