Programs and Information Processing Systems

The system enables the use of targets in games despite cost limits by imposing operational restrictions, enhancing gameplay enjoyment.

JP2026074134APending Publication Date: 2026-05-01COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-02-03
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

The presence of costs in games can restrict the use of desired targets, potentially reducing the interestingness for users.

Method used

A system that allows users to select targets for use in a game while imposing restrictions on operations when certain cost conditions are not met, enabling the use of characters or items even if the total cost exceeds a limit.

Benefits of technology

Enhances the enjoyment of games by allowing the use of desired targets while maintaining gameplay balance through operational restrictions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The program causes the computer to function as an object selection means that allows the user to select an object to be used in the game, and a restriction means that, when the user selects the object and the restriction conditions are met, allows the use of the object in the game, while limiting the support for the user's gameplay compared to when the restriction conditions are not met.
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Description

Technical Field

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

Background Art

[0002] Conventionally, there is known a game in which a cost is set for a predetermined object such as a character, and a user can select and play a target to be used in the game within a range where the total amount of the cost does not exceed a prescribed cost (see, for example, Patent Document 1). In such a game, the presence of the cost restricts the use of the target.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a game, there is a possibility that the interestingness may be reduced because there are cases where a user cannot use a desired target due to the presence of a cost.

[0005] An object of the present invention is to improve the interestingness of a game.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer, target selection means for allowing a user to select a target to be used in a game, When the user selects the aforementioned object, the restriction means allows the use of the aforementioned object in the game, while imposing restrictions on operations related to the aforementioned object in the game compared to when the restriction conditions are not met. A program will be provided. [Effects of the Invention]

[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This flowchart shows an example of the processes involved in the progression of a game. [Figure 4] This figure shows an example of a screen related to selecting an item with a set cost. [Figure 5] This figure shows an example of a screen related to selecting an item with a set cost. [Figure 6] This diagram illustrates the relationship between the amount of cost excess and the content of the operational restrictions. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings.

[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.

[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.

[0015] In the present embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.

[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.

[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.

[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.

[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.

[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.

[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include not only the game program executed on the server 20 but also the game program executed on the terminal device 10. Furthermore, the storage unit 220 may store both the game program executed on the server 20 and the game program executed on the terminal device 10.

[0034] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of user-controllable characters (hereinafter referred to as "player characters"). Game information includes, for example, setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values ​​of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating game progress. Owned assets can be described as the value that the user owns in the virtual world. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and cryptocurrencies.

[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplayer function, and data to be synchronized from each terminal device 10, and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.

[0039] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The server processing unit 212 also instructs the transmission / reception unit 211 to send game information or user information. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information or user information.

[0040] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information or user information according to instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 performs synchronization processing to support the game's multiplayer function in accordance with instructions from the server processing unit 212. For example, when the server 20 sends information to multiple terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously sends operation information received from each terminal device 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information about operations input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the server processing unit 212 as needed. By performing synchronization processing, it becomes possible to simultaneously reflect in-game events caused by operations input on one terminal device 10 to other terminal devices 10.

[0042] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.

[0044] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.

[0045] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.

[0046] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.

[0047] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.

[0048] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.

[0049] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.

[0050] The game progress unit 113 defines the virtual space based on the information for defining the virtual space included in the game information. The game progress unit 113 places objects in the virtual space based on the object setting information included in the game information. The game progress unit 113 controls the objects placed in the virtual space. Specifically, the game progress unit 113 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.

[0051] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game progress unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game progress unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.

[0052] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game progress unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view at a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters that operate based on the actions of each user, and NPCs that operate based on the game program. NPCs include so-called enemy characters, etc.

[0053] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0054] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.

[0055] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.

[0056] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.

[0057] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing the processing described later by executing the game program stored in the information processing system 1. However, at least a portion of the processing described later that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing described later that is performed by the processor 21 may be executed by a processor other than the processor 21. In other words, in this embodiment, the computer that executes the game program may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.

[0058] The present invention may be applied to any game, including sports games, role-playing games, action games, shooting games, and board games, but below we will first explain the case in which the present invention is applied to a soccer game as an example.

[0059] In the game of this embodiment, the user can select multiple characters (in other words, members participating in the match) from among the multiple characters they own to use in the game (in other words, the match).

[0060] Furthermore, each character that the user can select has a cost assigned to it. In addition, in the game of this embodiment, an upper limit (in other words, a threshold) is defined for the total cost, which is the sum of the costs of multiple characters selected by the user to be used in the game.

[0061] Furthermore, in the game of this embodiment, even if the total cost exceeds the upper limit, the use of the character selected by the user in the match is permitted. In other words, even if the total cost of the members participating in the match exceeds the upper limit, it is possible to start the match using those members.

[0062] However, if the total cost exceeds the limit, restrictions will be placed on character operation during the match compared to when the limit is not exceeded.

[0063] An example of the processing related to the game progression in this embodiment will be explained with reference to Figure 3.

[0064] First, the game progress unit 113 prompts the user to select the characters to be used in the match (step S101). For example, the game progress unit 113 displays a predetermined setting screen for setting the members to participate in the match on the display unit 18, and while the setting screen is displayed on the display unit 18 (in other words, before the game starts), it accepts an input operation from the user to select the members, and determines the members based on that input operation.

[0065] Next, the game progress unit 113 calculates a total value by summing the costs of the characters selected by the user to be used in the match (step S102). The cost of each character is stored in a predetermined memory unit (for example, memory unit 120 and memory unit 220), and the game progress unit 113 calculates the total value by referring to the cost of each character.

[0066] Next, the game progress unit 113 determines whether the calculated total value exceeds the upper limit of the cost (in other words, the threshold) (step S103).

[0067] If the total cost exceeds the upper limit (YES in step S103), the game progress unit 113 determines that the restriction conditions are met and imposes a predetermined restriction on character operation during the match (step S104). On the other hand, if the total cost does not exceed the upper limit (NO in step S103), the game progress unit 113 determines that the restriction conditions are not met and does not impose the predetermined restriction on character operation during the match.

[0068] In other words, the game progression unit 113 allows the user to select an object to be used in the game (for example, multiple objects). Furthermore, when the restriction conditions are met by the user selecting an object, the game progression unit 113 allows the use of the object in the game, but imposes restrictions on operations related to the object in the game compared to when the restriction conditions are not met.

[0069] Furthermore, when a user selects multiple targets to use in the game, "imposing restrictions on operations related to targets" means that restrictions are imposed on operations related to at least one of those multiple targets. Specifically, in a soccer game, if a user selects multiple characters to use in a match and the total cost of those characters exceeds the upper limit, restrictions may be imposed on some of those characters (e.g., one character), or on all of them. For example, restrictions may be imposed on the target with the highest cost (e.g., a character), on the target with the highest performance (e.g., the character with the highest predetermined parameter indicating strength), or on targets whose cost or performance exceeds a predetermined standard.

[0070] The items that users can select may include, for example, skills (including so-called special moves and magic) or items to equip to characters. Items to equip to characters may include, for example, weapons, armor, and accessories, and may also be items that provide predetermined effects, such as increasing the character's parameters (in other words, stats), when equipped. In this embodiment, users select items to use in the game from those they own (for example, characters, skills, items, etc.), but the configuration is not limited to this. For example, users may be able to select items to use in the game from a set of options presented to all (for example, all) users participating in the game. In the above example, users can select multiple items to use in the game and play the game, but it may also be possible to select only one item. The selection of one item may then determine whether or not the limiting conditions are met (for example, whether or not the cost limit is exceeded).

[0071] An example of a case where the target to be selected by the user is a predetermined item to be equipped to a character (hereinafter referred to as a "special item") will be explained with reference to Figures 4 and 5. In this explanation, the application of the present invention to a role-playing game will be used as an example.

[0072] The user can equip their controlled character 30 with multiple (for example, up to 3) special items 32. In other words, the game progression unit 113 allows the user to select the special items 32 to be used in the game. The user does not have to equip any special items 32 to character 30, and can equip a predetermined number of items, but not the maximum number.

[0073] Furthermore, each special item 32 has a cost assigned to it. In addition, this role-playing game has a set upper limit (in other words, a threshold) on the total cost of special items 32 that can be equipped to a single character 30. In addition, in this role-playing game, even if the total cost exceeds the upper limit, the use of the special items 32 selected by the user is permitted in the game. That is, in this role-playing game, it is possible to equip a character 30 with special items 32 whose total cost exceeds the upper limit, and it is possible to progress through the game using a character 30 equipped with special items 32 whose total cost exceeds the upper limit (for example, by having that character 30 fight enemy characters).

[0074] Here, we will explain how to select the special items 32 used in the game. Based on a predetermined input operation by the user, the game progress unit 113 displays a setting screen 40 on the display unit 18, as illustrated in Figure 4, for setting the items to be equipped to the character 30 used by the user. The setting screen 40 displays three slots 34 where special items 32 to be equipped to the character 30 can be set. By setting one special item 32 in each slot 34, it is possible to equip the character 30 with a maximum of three special items 32.

[0075] The game progress unit 113 accepts a touch operation on the slot 34 displayed on the settings screen 40 as an operation to select the slot 34 to which a special item 32 will be set. Based on the operation to select the slot 34 to which a special item 32 will be set, the game progress unit 113 displays the equipment item selection screen 50, as exemplified in Figure 5, on the display unit 18. The equipment item selection screen 50 displays a list of special items 32 owned by the user. The game progress unit 113 accepts an operation to select one special item 32 from among the multiple special items 32 displayed on the equipment item selection screen 50 as an operation to select the special item 32 to be set in the selected slot 34, and equips the selected special item 32 to the selected slot 34.

[0076] The settings screen 40 and the equipment item selection screen 50 display an upper limit indicator 41 showing the maximum total cost for the target character 30. The settings screen 40 and the equipment item selection screen 50 also display a usage cost indicator 43 showing the total cost of the special items 32 currently equipped to the target character. Figures 4 and 5 show examples of the upper limit indicator 41 and usage cost indicator 43 when the total cost limit is "100" and the total cost of the equipped special items 32 is "70". The settings screen 40 also displays the cost of each equipped special item 32. Furthermore, the equipment item selection screen 50 displays a list of the special items 32 owned by the user, and the cost of each special item 32 can be identified in this list. Specifically, in the settings screen 40 and equipment item selection screen 50 exemplified in Figures 4 and 5, the cost is displayed overlaid on the display of the special items 32.

[0077] The game progress unit 113 also allows the equipping of special items 32 that exceed the total cost limit. That is, in the state shown in Figures 4 and 5 (in other words, the state where the total cost limit is "100" and the total cost of the equipped special items 32 is "70"), the game progress unit 113 also allows the equipping of special items 32 with a cost exceeding "30" in an empty slot 34. However, if such special items 32 are equipped and the total cost of the equipped special items 32 exceeds the total cost limit, the game progress unit 113 imposes restrictions on operations related to the character 30 compared to when the total cost of the equipped special items 32 does not exceed the total cost limit.

[0078] Furthermore, the game progress unit 113 may not allow further selection of targets once the restriction conditions have been met by the selection of a target. For example, the game progress unit 113 may not accept the operation to equip a special item 32 in an empty slot 34 if the total cost of the selected special items 32 exceeds the total cost limit. In other words, the game progress unit 113 may allow the selection of the last target that triggers the fulfillment of the restriction conditions (for example, the selection at the moment the cost limit is exceeded), but may not allow the selection of any other targets afterward.

[0079] (Restrictions) Up to this point, we have explained that the items selected by the user have a cost, and the limiting condition is met when the cost exceeds a predetermined threshold as a result of the user's selection of an item. However, the limiting condition may also be as follows:

[0080] In other words, for example, the targets selected by the user may have attributes assigned to them, and the restriction condition may be met when the number of targets with a predetermined attribute exceeds a predetermined number as a result of the user's selection of targets. For example, in a role-playing game or action game in which the player selects multiple (e.g., 4) characters to make up their party, there may be an upper limit (e.g., 2) on the number of characters with a specific attribute that can be included in the party. In this case, the game progress unit 113 may determine that the restriction condition is met when the user selects to include more characters with that specific attribute in the party than the upper limit. Also, for example, in a role-playing game or action game in which the player selects multiple (e.g., 4) items to equip to their character, there may be an upper limit (e.g., 3) on the number of items that can be equipped with a specific attribute. In this case, the game progress unit 113 may determine that the restriction condition is met when the user selects to equip more items with that specific attribute to the character than the upper limit. Here, "attribute" may refer to attributes such as fire, water, wind, or ice, where the effectiveness of an attack changes depending on its compatibility with the attribute of the target being attacked (in other words, the enemy character).

[0081] Furthermore, for example, the target selected by the user may have parameters related to strength (e.g., attack power, defense power, stamina (in other words, hit points), speed, rank (in other words, level), etc.), and the limiting conditions may be conditions related to the strength parameters of the target selected by the user. That is, for example, the limiting conditions may be met if the parameters of the target selected by the user exceed a predetermined standard. Here, whether or not the predetermined standard is exceeded may be determined for each target selected by the user, or it may be determined for all targets selected by the user. That is, for example, in a game in which the player selects multiple characters to make up their party, the game progress unit 113 may determine whether or not the parameters of each character selected by the user exceed a predetermined standard. Also, for example, in a game in which the player selects multiple characters to make up their party, the game progress unit 113 may determine whether or not the combined result of the parameters of the multiple characters selected by the user exceeds a predetermined standard. Furthermore, the determination of whether the parameters of the target selected by the user exceed a predetermined standard may be performed, for example, by determining whether a certain parameter (e.g., attack power) exceeds a predetermined standard value, or by determining whether the calculation result calculated based on multiple parameters set for the target exceeds a predetermined standard. In other words, the game progression unit 113 may determine that the limiting condition is met if the target selected by the user is too strong (in other words, if its strength exceeds a predetermined standard).

[0082] (Operation restrictions) Next, we will explain the restrictions on operations related to the target. In the following explanation, we will assume that operations are restricted if the restriction conditions are met, and that operations are not restricted if the restriction conditions are not met.

[0083] As a restriction on operations related to the target selected by the user, the game progress unit 113 may, when the restriction conditions are met, limit at least one of the time or number of times a predetermined operation related to the selected target can be performed compared to when the restriction conditions are not met.

[0084] For example, in a game played by controlling (in other words, moving) a selected character, the game progress unit 113 may, if the selection of a character satisfies a limiting condition, restrict the time or number of times the selected character can be controlled compared to when the limiting condition is not met. In other words, the restrictions on operation imposed by the game progress unit 113 may result in a period during which the selected character cannot be used. For example, the game progress unit 113 may restrict operation by making the selected character usable until a predetermined time has elapsed since the start of the game, and then making the character unusable after that predetermined time has elapsed. Alternatively, for example, the game progress unit 113 may restrict operation by making the selected character unusable until a predetermined time has elapsed since the start of the game, and then making the character usable after that predetermined time has elapsed. In other words, the game progress unit 113 may restrict operations on a selected character by controlling the time (e.g., minutes or seconds) during the game during which that character can be used. Specifically, in a competitive game such as a soccer game in which players are selected to play, the game progress unit 113 may restrict the use of at least some of the selected characters for a predetermined time that is less than the match time (for example, by forcibly substituting them with other players after the predetermined time has elapsed). Alternatively, the game progress unit 113 may restrict character operations by limiting the number of times a selected character can be used during the game. Specifically, the game progress unit 113 may prevent the use of at least some of the selected characters after a predetermined number of opportunities for operation have occurred. Here, "opportunity for operation" includes, for example, when it is the turn at bat in a baseball game, when it becomes possible to input commands to specify character actions in a role-playing game, or when the ball comes to the player in a soccer game.Furthermore, if an opportunity for action arises and a predetermined action is performed a predetermined number of times (for example, when a ball is hit in a baseball game, when a specific command is executed in a role-playing game, or when a shot is taken in a soccer game), the use of the character may be prohibited thereafter. In other words, the game progress unit 113 may, in a turn-based game, limit the number of turns for which actions related to the selected target can be performed.

[0085] Furthermore, for example, in a game where the player controls a selected character, the game progress unit 113 may, if the restriction conditions are met by the character selection, limit the time or number of times the selected character can perform a predetermined action (e.g., activating a predetermined action or skill) compared to when the restriction conditions are not met. In other words, the restrictions on operations imposed by the game progress unit 113 may result in a period during which the selected character cannot perform a predetermined action. For example, if the restriction conditions are met, the game progress unit 113 may reduce the number of times the selected character can activate a predetermined skill compared to when the restriction conditions are not met. Here, if the restriction conditions are not met, the skill may be able to be activated without limit, and if the restriction conditions are met, the skill may be impossible to activate at all. Also, for example, there are games in which skills are activated by consuming a predetermined parameter of the character, and in this type of game, the game progress unit 113 may control the consumption of the predetermined parameter required to activate the skill to be greater when the restriction conditions are met compared to when the restriction conditions are not met. Furthermore, for example, there are known games in which a skill can be activated again after a predetermined period of time has elapsed since the skill was activated. In such games, the game progress unit 113 may control the system so that the predetermined period is longer when the limiting conditions are met compared to when the limiting conditions are not met. Also, for example, the game progress unit 113 may restrict character operations by allowing a selected character to activate a predetermined skill until a predetermined time has elapsed since the start of the game, and then making it impossible to activate the predetermined skill with that character after that predetermined time has elapsed.

[0086] Furthermore, for example, in the case of a game played using a selected skill, the game progression unit 113 may, if the selection of a skill satisfies the limiting conditions, limit the time or number of times the operation to activate the selected skill can be performed compared to when the limiting conditions are not met.

[0087] Furthermore, for example, in a game that utilizes selected equipment, the game progress unit 113 may, if the selection of equipment satisfies the limiting conditions, restrict the time or number of times that operations using the selected equipment can be performed compared to when the limiting conditions are not met. For example, if the limiting information is met, the game progress unit 113 may control the game so that the time or number of times that attacks, defenses, or activation of special effects using the equipment can be performed is less than when the limiting conditions are not met. For example, the game progress unit 113 may control the game so that operations using the selected equipment cannot be performed after a predetermined time or predetermined number of operations using the selected equipment have been performed during the game. In this case, the game progress unit 113 may control the game so that operations using the selected equipment cannot be performed by unequipping (in other words, removing) the selected equipment.

[0088] Furthermore, for example, in games that utilize selected equipment or selected skills, the game progression unit 113 may limit the time or number of times that a character equipped with the equipment or a character using the skill can be controlled, and may also limit the time or number of times that operations to cause these characters to perform predetermined actions can be executed. In other words, restrictions on operations related to selected equipment or selected skills may be achieved by restricting the operation of the character using the selected equipment or skill.

[0089] Furthermore, as a restriction on operations related to the target selected by the user, the game progress unit 113 may, if the restriction conditions are met, refuse to accept certain operations related to the selected target that would otherwise be accepted if the restriction conditions are not met.

[0090] For example, in a game in which a character can be moved within a virtual space, the game progress unit 113 may accept commands to move the character forward and backward if the limiting conditions are not met, and may accept commands to move the character forward but not commands to move the character backward if the limiting conditions are met. In other words, the game progress unit 113 may restrict commands related to the movement of the selected object.

[0091] Furthermore, for example, in a game in which a character can be controlled, the game progression unit 113 may accept commands to cause the character to perform a first action and a second action if the limiting conditions are not met, and may accept commands to cause the character to perform a first action but not commands to cause a second action if the limiting conditions are met. The first action and the second action may be, for example, an attack using a first attack method and an attack using a second attack method (for example, a punch and a kick, an attack using a first weapon and an attack using a second weapon, or a pass and a shot in a soccer game), an attack and a defense, or the character moving forward and backward.

[0092] Furthermore, as a restriction on operations related to the target selected by the user, the game progression unit 113 may make a predetermined operation more difficult when the restriction conditions are met compared to when the restriction conditions are not met.

[0093] For example, in a game where a character can be controlled, the game progression unit 113 may make the operation to make the character perform a specific action more difficult than when the limiting conditions are not met, provided that the limiting conditions are met. For example, in a game (such as a fighting game, action game, or sports game) where a specific skill (in other words, a technique) corresponding to a specific command can be activated by inputting that specific command, the game progression unit 113 may make the command to activate the specific skill more complex than when the limiting conditions are not met, provided that the limiting conditions are met. Also, for example, the game progression unit 113 may increase the number of operations required to make the character perform a specific action compared to when the limiting conditions are not met, provided that the limiting conditions are met.

[0094] Games that impose restrictions on actions related to the target may have a time limit (in other words, end after a set amount of time has elapsed) or they may not have a time limit. Examples of games with a time limit include competitive games with a set match time (in other words, game time) (for example, sports games, fighting games, or FPS (First Person Shooter) where you compete against other users or non-player characters), action games, and so-called quests within games. Examples of games without a time limit include role-playing games and action games.

[0095] (Processing related to restrictions on operations) As described above, the game progress unit 113 may, when the limiting conditions are met, limit at least one of the time or number of times a predetermined operation on the selected target can be performed compared to when the limiting conditions are not met. Furthermore, when limiting the time or number of times a predetermined operation on the selected target can be performed, the game progress unit 113 may prevent the predetermined operation from being performed if the time or number of times the predetermined operation can be performed is exceeded. Here, the game progress unit 113 may, when the time or number of times the predetermined operation can be performed is exceeded, replace the target selected by the user as an object to be used in the game with a substitute and make that substitute available in the game. Specifically, the game progress unit 113 may make the first character, first skill, or first item, etc., available as the target selected by the user until a predetermined time has elapsed from the start of the game (or until it has been used a predetermined number of times), and after the predetermined time has elapsed (or it has been used a predetermined number of times), it may replace the first character, first skill, or first item, etc. with a second character, second skill, or second item, etc.

[0096] Here, the replacement for the target selected by the user may have lower parameters than the target before it was replaced (in other words, before substitution). For example, the second character may be a weaker character than the first character. Also, for example, the second skill may be a weaker skill than the first skill. For example, the second item may be a weaker item than the first item. In other words, the replacement for the target selected by the user may have lower performance (in other words, parameters related to strength) than the target before it was replaced.

[0097] Furthermore, the game progress unit 113 may choose not to impose the same restrictions on a replacement for the target selected by the user as it did on the original target. That is, for example, a first character, first skill, or first item selected by the user may be subject to restrictions on the time or number of times a predetermined operation can be performed, but a second character, second skill, or second item that is replaced due to exceeding the time or number of times the predetermined operation can be performed may not be subject to such restrictions.

[0098] For example, in a soccer game, the game progress unit 113 may, after a predetermined amount of time has elapsed since the start of the match, automatically replace the first character selected by the user with a second character with lower performance than the first character.

[0099] Furthermore, if the time or number of times a predetermined operation can be performed is exceeded, the game progress unit 113 may not make the target selected by the user available in the game as a substitute, but may simply make the target selected by the user unavailable. For example, in a soccer game, if a predetermined amount of time has elapsed since the start of the match, the game progress unit 113 may remove the first character selected by the user, leaving the user's team with one less member.

[0100] (Other examples of how to handle situations where the constraints are met) The game progress unit 113 may, if the restriction conditions are met, perform the following processing in place of, or in addition to, the restriction on operations on the target.

[0101] The game progress unit 113 may determine that the player has lost or failed the game if the limiting conditions are met and the objective to be achieved (in other words, the achievement conditions) is not achieved within a predetermined time. However, if the limiting conditions are not met, the game progress unit 113 will not determine that the player has lost or failed the game even if the achievement conditions are not achieved within the predetermined time (in other words, within the same time). Here, "when the achievement conditions are not achieved" includes cases where no achievement conditions are set in the first place. Furthermore, "achievement conditions" may be the game's victory conditions or clear conditions. Also, achievement conditions may be set separately from the game's victory conditions or clear conditions.

[0102] For example, in a game where the goal is to achieve a predetermined objective (e.g., defeat an opponent or complete a quest), the game progression unit 113 may shorten the time limit when the limiting conditions are met compared to when the limiting conditions are not met, and may determine that the game is lost or failed if the predetermined objective is not achieved within the time limit. Here, "shortening the time limit" means that when the limiting conditions are not met, there may or may not be a time limit.

[0103] Furthermore, in games where draws (or extra time) exist, the game progression unit 113 may, for example, consider a situation where the game is declared a draw (or goes into extra time) if the limiting conditions are not met (for example, when the game time runs out with the score tied in a soccer game), as a loss if the limiting conditions are met.

[0104] Furthermore, the game progress unit 113 may give the user one or more missions as goals to be achieved when the constraint conditions are met. The game progress unit 113 may then consider the game to be lost or a failure if the user fails to complete the missions in the game. For example, if the constraint conditions are met, the game progress unit 113 may give the user a mission to have a character perform a specific action (for example, to perform a specific action a predetermined number of times) during the game, and if the user fails to complete the missions during the game, it may determine that the game has been lost or a failure, regardless of the outcome of the game. Specifically, for example, in a soccer game, the game progress unit 113 may give the user a mission to "have the character selected by the user shoot a predetermined number of times," and if the user fails to complete this mission, it may be considered a loss even if the player wins the match. Also, for example, in a predetermined quest, the game progress unit 113 may give the user a mission to "use all the characters selected by the user," and if the user fails to complete this mission, it may be considered a failure of the quest even if the final goal of the quest (for example, defeating the boss character) is achieved.

[0105] In other words, if the limiting conditions are met, the game progression unit 113 may increase (or make stricter) the conditions for clearing or winning the game compared to when the limiting conditions are not met.

[0106] Furthermore, the game progress unit 113 may, when the restriction conditions are met, make the on-screen appearance (e.g., display size or color, etc.) of the user-selected object (e.g., character, etc.) on the display unit 18 different from when the restriction conditions are not met. For example, when the restriction conditions are met, the game progress unit 113 may make the display size of the user-selected object on the display unit 18 larger or smaller than when the restriction conditions are not met. Making the display size larger or smaller than the appropriate size when the restriction conditions are not met can make it more difficult for the user to play the game. Also, for example, when the restriction conditions are met, the game progress unit 113 may make the on-screen color of the user-selected object on the display unit 18 a color that is harder to see than when the restriction conditions are not met.

[0107] Here, the size of the object's display may affect the collision detection between the object and objects in the virtual space. In other words, the larger the object's display size, the larger the range in which it is determined to have hit another object. For example, in a shooting game or action game, the larger the character's (in other words, the player's ship) display size, the larger the range in which it is determined to have been hit by an enemy attack. Also, the range of movement of the object in the virtual space may change depending on the size of the object's display size. For example, in an action game, if the character's display size is large, it may be able to pass over obstacles that it cannot pass over if its display size is small. Also, for example, in an action game, if the character's display size is small, it may be able to go to places that it cannot go to if its display size is large (for example, into a small hole).

[0108] Furthermore, the game progress unit 113 may, when the limiting conditions are met, make the range in which a user-selected target (for example, a character, etc.) is judged to have hit another object (in other words, the range in which an enemy attack is judged to have hit) different from the range in which the limiting conditions are not met. That is, as described above, the game progress unit 113 may change the range in conjunction with the display size of the target, or it may change the range without changing the display size of the target.

[0109] Furthermore, the game progression unit 113 may control the virtual camera during the game differently when the limiting conditions are met compared to when the limiting conditions are not met.

[0110] For example, the game progress unit 113 may change the angle of the virtual camera when the constraints are met compared to when the constraints are not met. Specifically, when the constraints are met, the game progress unit 113 may set the angle so that a predetermined object (for example, a character selected by the user) visible in the virtual camera is more difficult to see compared to when the constraints are not met.

[0111] Furthermore, for example, the game progress unit 113 may control the display area of ​​the virtual space to be narrower when the limiting conditions are met compared to when the limiting conditions are not met. Specifically, when the limiting conditions are met, the game progress unit 113 may reduce the proportion of the display area of ​​the virtual space within the entire display area of ​​the display unit 18 compared to when the limiting conditions are not met (for example, the outer edge of the display area may be made completely black to create an area where the virtual space is not displayed).

[0112] Furthermore, for example, the game progress unit 113 may restrict the user's operation of the virtual camera to the extent that the restriction conditions are not met, when the restriction conditions are met. For example, when the restriction conditions are met, the game progress unit 113 may not accept at least some of the operations on the virtual camera that it would accept if the restriction conditions were not met (for example, zoom operations (in other words, enlargement or reduction operations) or angle change operations (in other words, operations to move the virtual camera up, down, left, or right)). Furthermore, for example, when the restriction conditions are met, the game progress unit 113 may narrow the range of enlargement or reduction in zoom operations, or the range of movement of the virtual camera up, down, left, or right (in other words, the range in which the angle can be changed), compared to when the restriction conditions are not met. Furthermore, in a game in which the virtual camera has multiple modes, including a first mode and a second mode, the game progress unit 113 may control the system so that, if the limiting conditions are not met, it accepts an operation to switch between the first mode and the second mode (in other words, it allows the use of both the first mode and the second mode), and if the limiting conditions are met, it does not accept an operation to switch between the first mode and the second mode (in other words, it prohibits the use of either the first mode or the second mode). The first mode and the second mode may be, for example, a mode that displays the virtual space from a first-person perspective and a mode that displays it from a third-person perspective, or a mode that displays the virtual space from an overhead perspective and a mode that displays a part of the virtual space (for example, the character controlled by the user) enlarged compared to the overhead perspective.

[0113] Furthermore, the game progression unit 113 may limit its support for the user's gameplay when the restriction conditions are met, compared to when the restriction conditions are not met.

[0114] For example, the game progress unit 113 may restrict the provision of support information to the user (e.g., display on the support information display unit 18) when the restriction conditions are met, compared to when the restriction conditions are not met. For example, the game progress unit 113 may not provide at least some of the support information that would be provided to the user when the restriction conditions are not met when the restriction conditions are met.

[0115] The provision of support information may include displaying helpful hints on the display unit 18 or outputting them to a predetermined sound output means (e.g., a speaker). Alternatively, the provision of support information may include outputting a sound to a predetermined sound output means to indicate whether an enemy character is nearby, or displaying an indication on the display unit 18 that an enemy character is nearby. Furthermore, the provision of support information may include displaying an indication on the display unit 18 that suggests the result of performing a predetermined operation. Examples of indications of the result of performing a predetermined operation include, in a falling block puzzle game, an indication of the predicted landing position of a falling block, an indication of the range of an attack the user is attempting to perform (in other words, an indication of the range of an attack the user is attempting to have the character perform), and an indication of the effect the attack the user is attempting to perform on the enemy character (e.g., damage or status effects).

[0116] Furthermore, for example, the game progression unit 113 may, when the limiting conditions are met, refrain from performing some of the user operation support that could be performed if the limiting conditions were not met.

[0117] For example, in a game in which a user can select between a support mode in which certain operational assistance is provided to the user and a normal mode in which such assistance is not provided, the game progression unit 113 may be controlled to accept the operation to switch between support mode and normal mode (in other words, to allow the use of both support mode and normal mode) if the restriction conditions are not met, and not accept the operation to switch between support mode and normal mode (in other words, to prohibit the use of support mode) if the restriction conditions are met. Here, normal mode is a mode in which a specific skill corresponding to a specific command is activated by inputting a specific command in a game in which a specific skill is activated by inputting the specific command, and support mode may be a mode in which the specific skill can be activated by an input operation that is simpler than the input operation to input the specific command (for example, with fewer operations). Also, normal mode may be a mode in which a predetermined process (so-called aim assist) that assists the operation of aiming at an opponent is not performed in a game in which the player aims at an opponent and executes an attack (for example, a shooting game or an action game), and support mode may be a mode in which the predetermined process is performed. Furthermore, the support mode may be a mode in which at least some of the operations performed in normal mode are automated. For example, in a game where normal mode is a mode in which it is possible to attack enemy characters or guard against attacks from enemy characters by operating predetermined buttons, the support mode may be a mode in which attacks and guards can be performed by specific input operations, or a mode in which a guard against an attack from an enemy character is automatically performed (in other words, without requiring user operation), or an attack is automatically performed against an enemy character if an enemy character is within a predetermined range. Also, the normal mode may be a mode in which the user controls the player character to advance the game, while the support mode may be a mode in which the player character is moved automatically and the game can be advanced without requiring user operation.

[0118] (Bypassing restrictions) The game progress unit 113 may remove (in other words, eliminate) restrictions imposed when limiting conditions are met (for example, restrictions imposed on operations related to an object) when predetermined conditions are met. For example, the game progress unit 113 may remove restrictions imposed when limiting conditions are met based on the passage of time or the use of a predetermined item, or at least one of the two. In other words, when limiting conditions are met, the game progress unit 113 controls the game to a state in which a predetermined restriction is imposed compared to when limiting conditions are not met, but may control the game to a state in which the predetermined restriction is not imposed (in other words, the same state as when limiting conditions are not met) based on the passage of a predetermined time or the use of a predetermined item. That is, for example, even if the cost exceeds the upper limit, if a predetermined item is used, the game progress unit 113 may allow the game to be played under the same conditions as when the cost does not exceed the upper limit (for example, a state in which there are no restrictions imposed on operations related to an object).

[0119] (Prohibition of use) As described above, in this embodiment, the use of an object in the game is permitted when the restrictive conditions are met by the user selecting an object, while restrictions are imposed on operations related to the object. In addition, in this embodiment, the use of an object in the game may be prohibited (in other words, not permitted) when the prohibitive conditions are met by the user selecting an object.

[0120] Specifically, the system may prevent the selection of targets whose cost (or parameters related to the number or strength of targets with predetermined attributes, etc.) exceeds the upper limit by a predetermined amount (in other words, participation in the game using targets whose cost exceeds the upper limit by a predetermined amount). For example, in the configuration illustrated in Figures 4 and 5, the game progression unit 113 may allow the equipping of special items 32 up to a total cost exceeding the upper limit by "99", but may not allow the equipping of special items 32 whose total cost exceeds the upper limit by "100" or more (in other words, it will not accept operations related to such equipment) (see Figure 6). That is, the game progression unit 113 may control the selection of targets so that the amount exceeding the upper limit of the cost (or parameters related to the number or strength of targets with predetermined attributes, etc.) exceeds a predetermined amount (in other words, participation in the game using targets whose cost exceeds a predetermined amount). Here, the amount of excess that is prohibited from being used may be determined as a percentage of the upper limit (for example, an excess where the total cost of equipped special items 32 is more than twice the upper limit is not permitted), or it may be defined as an absolute amount (for example, an excess where the total cost of equipped special items 32 is more than 100 than the upper limit is not permitted).

[0121] Furthermore, the content of the restrictions on operations related to the target (in other words, the intensity) may change according to the amount of the cost (or parameters related to the number or strength of targets having a predetermined attribute) that exceeds the upper limit. For example, in the forms illustrated in Figures 4 and 5, the game progress unit 113 may, as shown in Figure 6, shorten the time that character 30 can be operated by 10 minutes if the total cost of the special items 32 currently equipped exceeds the upper limit by "1" to "10", compared to when the upper limit is not exceeded, and shorten the time that character 30 can be operated by 20 minutes if the upper limit exceeds "11" to "20", compared to when the upper limit is not exceeded. Here, the amount of excess that changes the content of the restriction may be determined as a percentage of the upper limit (for example, the content of the restriction changes sequentially when the total cost of the special items 32 equipped exceeds the upper limit by 10%, 20%, etc.), or it may be defined as an absolute amount (for example, the content of the restriction changes sequentially when the total cost of the special items 32 equipped exceeds the upper limit by "10", "20", etc.).

[0122] (Restrictions based on game progress) The game progress unit 113 may change the processing related to restrictions imposed when restriction conditions are met, or the prohibition of the use of the target, according to the progress of the game (for example, the progress of the story (in other words, the scenario)) or the user's rank (in other words, the level). The user's rank may be the rank of the user themselves, or the rank of the character used by the user, etc.

[0123] For example, the game progress unit 113 may change the content (in other words, the intensity) of the restrictions on operations related to a target when the cost (or parameters related to the number or strength of targets having predetermined attributes, etc.) exceeds a predetermined upper limit by the user's selection of a target, according to at least one of the game's progress or the user's rank. Specifically, for example, the game progress unit 113 may weaken the restrictions on operations related to a target when the user's rank is lower than a standard corresponding to the game's progress, compared to when the user's rank is above that standard. In other words, the game progress unit 113 may determine the content of the restrictions according to the relationship between the game's progress and the user's rank (or according to either the progress or the rank). Note that "weakening the restrictions on operations" includes cases where the restrictions on operations are eliminated (in other words, removed).

[0124] Furthermore, for example, the game progress unit 113 may change the upper limit of cost (or parameters relating to the number or strength of targets having predetermined attributes, etc.), or the amount exceeding the upper limit that prohibits the selection of targets (in other words, participation in the game using targets) (in other words, satisfies the prohibition condition), according to at least one of the game's progress or the user's rank. Specifically, for example, if the user's rank is lower than a standard corresponding to the game's progress, the game progress unit 113 may raise the upper limit or increase the permissible excess amount compared to when the user's rank is above that standard. In other words, the game progress unit 113 may determine the upper limit and the permissible excess amount according to the relationship between the game's progress and the user's rank (or according to either the progress or the rank).

[0125] (Restrictions based on game results) The game progress unit 113 may change the processing related to restrictions imposed when restriction conditions are met, or the prohibition of the use of the target, according to the results of past games.

[0126] For example, the game progress unit 113 may change the content (in other words, the intensity) of the restrictions on operations related to a target when the cost (or parameters related to the number or strength of targets with predetermined attributes, etc.) exceeds a predetermined upper limit due to the user's selection of a target, according to the results of past games. Specifically, for example, the game progress unit 113 may weaken the restrictions on operations related to a target if the player loses a predetermined number of times in a match or fails a predetermined number of times in a quest, compared to when these conditions are not met.

[0127] Furthermore, for example, the game progress unit 113 may change the upper limit of cost (or parameters relating to the number or strength of targets having a predetermined attribute, etc.) or the amount exceeding the upper limit that prohibits the selection of a target (in other words, participation in the game using a target) (in other words, the amount that satisfies the prohibition condition) according to the results of past games. Specifically, for example, if there are a predetermined number of consecutive losses in a match or a predetermined number of consecutive failures in a quest, the game progress unit 113 may raise the upper limit or increase the allowable amount of excess compared to other cases.

[0128] (Processing based on the margin of safety before the constraints are met) The game progression unit 113 may execute predetermined processes that are advantageous to the user, depending on the amount of time remaining before the limit conditions are met.

[0129] For example, the game progress unit 113 may perform predetermined processes that are advantageous to the user, depending on the ratio of the total cost of the target selected by the user to the upper limit of the cost (or parameters related to the number or strength of targets having predetermined attributes, etc.) (in other words, the remaining usable cost). For example, if the remaining usable cost (for example, "30" (=100-70) in the situation shown in Figure 4) is greater than or equal to a predetermined amount, the game progress unit 113 may increase the performance (in other words, the status) of the user's character. Also, for example, the game progress unit 113 may increase the amount of increase in the user's character's performance the more usable cost is.

[0130] (Restrictions imposed on the group) The restrictions may be set for groups (e.g., teams) composed of multiple users.

[0131] For example, a cost cap may be set for a group, and it may be determined whether the total cost for all users in the group exceeds that cap. Specifically, in a team consisting of three users, a first user, a second user, and a third user, it may be determined whether the sum of the costs set for the first target used by the first user (e.g., the first character), the second target used by the second user (e.g., the second character), and the third target used by the third user (e.g., the third character) exceeds the specified cap. If it does, restrictions may be imposed on the operations on the target (e.g., character operations) for the specified users in the group compared to when the cap is not exceeded.

[0132] Furthermore, for example, an upper limit may be set on the number of objects having a predetermined attribute for a group, and it may be determined whether the total number of objects having that predetermined attribute exceeds that upper limit across all users constituting the group. Specifically, there may be a limit on the number of characters with the same attribute that can be used in one team, and when a team is formed by three people, namely the first user, the second user, and the third user, it may be determined whether the attributes set on the first object used by the first user (e.g., the first character), the attributes set on the second object used by the second user (e.g., the second character), and the attributes set on the third object used by the third user (e.g., the third character) exceed the limit. If the limit is exceeded, restrictions may be imposed on the operations on the object (e.g., character operations) for the specified user within the group compared to when the limit is not exceeded.

[0133] Furthermore, for example, an upper limit may be set for parameters related to the strength of the target being used for a group, and it may be determined whether the sum of these parameters for all users in the group exceeds this upper limit. Specifically, in a team consisting of three users, a first user, a second user, and a third user, it may be determined whether the sum of the parameters of the first target used by the first user (e.g., the first character), the second target used by the second user (e.g., the second character), and the third target used by the third user (e.g., the third character) exceeds a specified upper limit. If it does, restrictions may be imposed on the operations on the target (e.g., character operations) for the specified users in the group compared to when the limit is not exceeded.

[0134] Furthermore, when the restrictions set for a group are met, the users among the multiple users that make up the group who are subject to restrictions on operations related to the target may be as follows:

[0135] In other words, the user to whom the restrictions are imposed may be randomly selected from among multiple users that make up the group. For example, when the restriction conditions set for the group are met, the game progress unit 113 may randomly select a user from among the multiple users that make up the group to whom restrictions will be imposed on operations related to the target, and impose restrictions on the operations related to the target that the selected user performs.

[0136] Furthermore, the users subject to restrictions may be designated by a user with specific attributes among the multiple users that make up the group. For example, the game progress unit 113 may determine that a user designated by the host user among the host user and guest users of a multiplayer game will be subject to restrictions, and may impose restrictions on the actions that the user designated by the host user can perform on the target. Alternatively, for example, a leader may be set in the group, and the game progress unit 113 may determine that a user designated by a user with the attribute of "leader" will be subject to restrictions, and may impose restrictions on the actions that the user designated by the leader can perform on the target.

[0137] Furthermore, the users to whom restrictions are imposed may be determined by a majority vote of the multiple users that make up the group. For example, the game progress unit 113 may receive input operations from the multiple users that make up the group to select which of those users will be restricted from performing operations on the target based on the fulfillment of the restriction conditions, and based on said input operations, it may determine which users will be restricted from performing operations on the target.

[0138] Furthermore, the users subject to the restrictions may include all users who make up the group.

[0139] Furthermore, restrictions may be set for each user in a group composed of multiple users, and the game progress unit 113 may impose restrictions on the actions that other users in the group can perform on the target if one of the users in the group meets the restrictions. Here, the other users to whom restrictions are imposed may be randomly selected from among the multiple users in the group. Alternatively, the user to whom restrictions are imposed may be designated by a user with a specific attribute among the multiple users in the group. Alternatively, the user to whom restrictions are imposed may be determined by a majority vote of the multiple users in the group. Alternatively, all users in the group may be to whom restrictions are imposed.

[0140] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. Within the scope of the invention, it is possible to freely combine each component, modify any component, or omit any component. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some processes shown in the flowchart may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.

[0141] <Note> The matters described in the above embodiments may also be described as follows:

[0142] (Note 1) Computers, A means for selecting the object to be used in the game (for example, a game progression unit 113), When the user selects the aforementioned object and the restriction conditions are met, the system functions as a restricting means (e.g., game progression unit 113) that allows the use of the aforementioned object in the game, while imposing restrictions on operations related to the aforementioned object in the game compared to when the restriction conditions are not met. program. This configuration allows for the use of elements that meet the constraints while maintaining game balance by imposing restrictions on their operation. Therefore, it can enhance the game's appeal.

[0143] (Note 2) The aforementioned subject has a cost assigned to it. The aforementioned limiting condition is met if the cost exceeds a predetermined threshold as a result of selecting the subject. The program described in Appendix 1. This configuration allows for the use of items that exceed the cost limit while maintaining game balance by imposing restrictions on their operation. Therefore, it can improve the game's appeal.

[0144] (Note 3) The aforementioned target has attributes assigned to it, The aforementioned limiting condition is met when the number of objects having a predetermined attribute exceeds a predetermined number as a result of the selection of the objects. The program described in Appendix 1. This configuration allows for the use of more than a specified number of objects with predetermined attributes, while maintaining game balance by imposing restrictions on their operation. Therefore, the game's appeal can be enhanced.

[0145] (Note 4) The aforementioned target has parameters related to strength set, The aforementioned limiting condition is met when the parameter relating to the strength of the target selected by the user exceeds a predetermined standard. The program described in Appendix 1. This configuration allows for game balance to be maintained by imposing restrictions on gameplay while still allowing parameters related to the target's strength to exceed predetermined standards. Therefore, the game's enjoyment can be improved.

[0146] (Note 5) The restricting means, when the restricting condition is met, restricts at least one of the time or number of times a predetermined operation with respect to the object in the game can be performed, compared to when the restricting condition is not met. The program described in Appendix 1. With this configuration, the game can be balanced by limiting the time or number of times a predetermined operation on a target can be performed.

[0147] (Note 6) Computers, further, In the aforementioned game, if the time or number of times a predetermined operation related to the aforementioned object can be performed is exceeded, a switching means (for example, a game progression unit 113) is provided to make a substitute available in the game for the aforementioned object selected by the user. The program described in Appendix 5. With this configuration, it is possible to limit the time or number of times a predetermined operation on the target can be performed, while allowing gameplay using alternatives during the period when the predetermined operation cannot be performed.

[0148] (Note 7) The replacement for the aforementioned target selected by the user has lower parameters than the original target. The program described in Appendix 6. This configuration allows for the use of the game by meeting certain restrictions while still imposing specific limitations on users, thereby maintaining game balance.

[0149] (Note 8) The restricting means does not impose the restrictions imposed on the original target with respect to the replacement of the target selected by the user. The program described in Appendix 7. With this configuration, the user can play the game without imposing any restrictions on the actions taken, even if they have selected a different target.

[0150] (Note 9) The restricting means, when the restricting condition is met, prevents the acceptance of a specific operation relating to the object that would be accepted if the restricting condition is not met. The program described in Appendix 1. This configuration allows for the use of objects that meet certain restrictions, while maintaining game balance by rejecting some operations related to those objects.

[0151] (Note 10) Computers, further, The system functions as a release mechanism (e.g., game progression unit 113) that releases the restrictions imposed on operations relating to the object when the aforementioned limiting conditions are met, based on at least one of the passage of time or the use of a predetermined item. The program described in Appendix 1. With this configuration, when an object is used in a way that meets the restriction conditions, the restrictions imposed on it can be lifted if certain conditions are met. Therefore, it becomes possible to use an object that meets the restriction conditions without any restrictions imposed on operations related to that object, thereby improving the enjoyment of the game.

[0152] (Note 11) The restricting means, when the restricting conditions set for a group of multiple users are met, imposes restrictions on operations related to the subject performed by a specific user among the multiple users constituting the group. The program described in Appendix 1. With this configuration, restrictions can be imposed on the group, and if the group is used in a way that satisfies those restrictions, the specific users who make up the group can be held responsible for the consequences.

[0153] (Note 12) The aforementioned restriction conditions are set for each user in a group consisting of multiple users. The restricting means is capable of imposing restrictions on operations relating to the subject performed by other specific users among the group of users if one of the group of users satisfies the restricting conditions. The program described in Appendix 1. With this configuration, it is possible to differentiate between users who use the service in a way that meets the restrictions and users who bear the consequences of doing so, among the multiple users that make up the group.

[0154] (Note 13) The aforementioned specific user is randomly selected from among the multiple users that make up the group. The program described in Appendix 11 or 12. With this configuration, it is possible to randomly determine which users will bear the consequences when the system is used in a way that meets the restrictive conditions.

[0155] (Note 14) The aforementioned specific user is designated by a user who has a specific attribute among the multiple users that make up the group. The program described in Appendix 11 or 12. This configuration allows a group representative to determine which users will bear the cost in cases where the system is used in a way that meets the restrictive conditions.

[0156] (Note 15) The aforementioned specific user is determined by a majority vote of the multiple users who make up the group. The program described in Appendix 11 or 12. With this configuration, if the system is used in a way that meets the restrictive conditions, the user who will bear the cost can be determined by considering the opinions of all group members.

[0157] (Note 16) A means of selecting the target to be used in the game, The system includes a restriction means that, when the restriction conditions are met by the user selecting the subject, allows the use of the subject in the game, while imposing restrictions on operations related to the subject in the game compared to when the restriction conditions are not met. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.

[0158] (Note 17) Computers Allowing the user to select the object to be used in the game, When the user selects the aforementioned target, thereby satisfying the restriction conditions, the use of the aforementioned target in the game is permitted, while imposing restrictions on operations related to the aforementioned target in the game compared to when the restriction conditions are not satisfied. Information processing methods. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]

[0159] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit

Claims

1. Computers, A means of selecting the target to be used in the game, When the user selects the aforementioned object, the restriction conditions are met, and the restriction means allows the use of the aforementioned object in the game, while limiting the support for the user's gameplay in the game compared to when the restriction conditions are not met. program.

2. The limitation on user support is that, if the aforementioned limitation conditions are not met, at least some of the operational support that could be provided to the user will not be performed. The program according to claim 1.

3. The operation assistance that is not performed due to the limitations on user support includes a process that automatically performs the target operation without requiring user input. The program according to claim 2.

4. The aforementioned action includes at least one of attacking an enemy character or defending against an attack from an enemy character. The program according to claim 3.

5. The operation assistance that is not performed due to the limitations on the user's gameplay includes processing that assists in the operation of aiming at the target of the attack by the target. The program according to claim 2.

6. The game allows the user to select between an assistance mode in which predetermined operation assistance is provided to the user, and a normal mode in which said predetermined operation assistance is not provided. The restricting means will not accept an operation to switch between the support mode and the normal mode if the restricting conditions are met. The program according to claim 2.

7. The limitation on support for the user's gameplay is that, if the aforementioned limitation conditions are not met, at least some of the support information provided to the user will not be provided. The program according to claim 1.

8. The support information includes displays indicating the range of the attack by the target, information regarding the location of enemy characters, or displays suggesting the results of performing a predetermined operation. The program according to claim 7.

9. A means of selecting the target to be used in the game, The system includes a restriction means that, when the restriction conditions are met by the user selecting the said target, allows the use of the said target in the game, while restricting the support for the user's gameplay in the game compared to when the restriction conditions are not met. Information processing system.

Citation Information

Patent Citations

  • Game system, program, and object

    JP2014128454A