Information processing device, information processing method, and program
The information processing device dynamically reveals game medium attributes based on player parameters, enhancing gameplay by considering player progression and engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-03-17
- Publication Date
- 2026-06-04
AI Technical Summary
Existing game systems fail to consider the player's situation dynamically when displaying important game medium attributes, leading to suboptimal gameplay experiences.
An information processing device that controls the display of game medium information based on player parameters, switching hidden attributes to visible at predetermined game moments, considering player progression and engagement.
Enhances gameplay by providing preferential treatment to players based on their situation, improving engagement and gameplay experience through dynamic attribute revelation.
Smart Images

Figure 2026091877000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In a game for growing a game medium such as a character, attributes and abilities of the game medium (hereinafter, attributes, etc.) are important information, and the player advances the game based on the information such as attributes. Information such as attributes is generally displayed during the play of the game, but may be hidden for reasons such as enhancing the game playability (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] On the other hand, since information such as attributes is important for the progress of the game as described above, for example, for the game production, the information such as attributes may be hidden until a predetermined period and switched from hidden to visible according to the progress of the game or the like so that the user can confirm it. In such a configuration, if consideration can be given to the player's situation, particularly the situation that changes according to the progress of the game, with respect to the display of information such as attributes, it is possible to provide a preferable game environment for the player.
[0005] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can consider the player's situation in a game that displays information regarding attributes of a game medium.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present inventor comprises a setting unit that sets whether or not to display game media information relating to a game medium, and a display control unit that controls the display unit to display game media information set to display and to hide game media information set to not display, characterized in that when a predetermined point in time during a game is reached, the setting unit switches game media information set to not display to display based on player parameters relating to the player using the game medium. [Effects of the Invention]
[0007] According to one aspect of the present invention, by switching information that is set to not be displayed among the game media information relating to the game media to be displayed based on player parameters, it is possible to take into consideration the player's situation, for example, by giving preferential treatment to a player in a predetermined situation. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram of a system including an information processing device according to the first embodiment of the present invention. [Figure 2] This figure (1) shows an example of the home screen displayed during gameplay. [Figure 3] This figure (part 2) shows an example of the home screen displayed during gameplay. [Figure 4] This figure shows an example of a training instruction screen displayed during gameplay. [Figure 5] This figure shows the functions of the information processing device according to the first embodiment of the present invention. [Figure 6] This is an explanatory diagram about player parameters. [Figure 7] This is an explanatory diagram regarding game medium parameters. [Figure 8] This is an explanatory diagram regarding the display switching probability of game media parameters. [Figure 9] This figure (part 1) shows the information processing flow according to the first embodiment of the present invention. [Figure 10]This figure (part 2) shows the information processing flow according to the first embodiment of the present invention. [Figure 11] This figure shows the functions of the information processing device according to the second embodiment of the present invention. [Modes for carrying out the invention]
[0009] The information processing apparatus, information processing method, and program of the present invention will be described in detail below with reference to specific embodiments. However, the embodiments described below are merely examples given to facilitate understanding of the present invention and do not limit the present invention. The present invention can be modified or improved from the embodiments below without departing from its spirit. Furthermore, the present invention includes equivalents thereof.
[0010] Furthermore, the screen examples described in this specification and the drawings are merely examples, and the screen configuration and design, the content of the displayed information, and the GUI can be freely designed and modified as appropriate according to the system design specifications and user preferences.
[0011] [Regarding games to which this invention applies] In describing the information processing apparatus, information processing method, and program of the present invention, we will first describe a game to which the present invention applies (hereinafter referred to as "the present game"). The present game is a game that can be played by a player operating the terminal shown in Figure 1 (hereinafter referred to as "user terminal 12"), and is played using a game medium. Although only one user terminal 12 is shown in Figure 1 for illustrative purposes, the number of user terminals 12 can be any number, and may be two or more.
[0012] This game may be a single-player game played individually by one player, or it may be a multiplayer game that allows multiple players to play together via a communication network such as the internet or mobile communication lines.
[0013] Specifically explaining the gameplay of this game, when a player performs an operation for game play on the user terminal 12, the user terminal 12 receives game data distributed from the server computer of the game providing company (hereinafter referred to as server 10). On the user terminal 12, video and audio corresponding to the received data are output, and the player proceeds with the game by using the game medium while checking the output video and audio. The user terminal 12 transmits data indicating the operation content of the player to the server 10, and the server 10 transmits game progress data corresponding to the operation content of the player. Such data transmission and reception between the server 10 and the user terminal 12 is repeatedly performed until the player finishes playing this game.
[0014] The game medium is an in-game resource used by the player of this game to play each event during the game. Specifically, for example, characters and avatars that move or exhibit abilities according to the player's operations in the in-game space (virtual space), and items that are consumed according to the player's operations to advantageously advance the game progress, etc. correspond to the game medium. The game medium has information unique to the game medium, such as the state, nature, ability, attribute, feature, and parameters of the game medium related to the progress of the game, as will be described later. The player uses the game medium in the game after referring to that information, for example, selects the game medium to be used by referring to the above information and uses it for in-game events. Note that the game medium includes media in card form such as character cards and item cards, which are, for example, incorporated into a deck and used in the game, or a plurality are collected and consumed according to the content of the event when playing the event.
[0015] Examples of in-game events include events such as accidents that occur during the progress of the game, the cultivation of game media, quests, stages, and missions played for the purpose of clearing, and in-game competitions in which objects appear. Examples of "in-game competitions" include races in which rankings are competed, and matches and battles in which wins and losses are competed.
[0016] Also, in this game, multiple types of information related to the progress of the game (hereinafter referred to as game medium information) are set in the game medium. The game medium information is information regarding the game medium and includes fixed information that is determined in advance and does not change during the game, and game medium parameters that change according to the progress of the game. That is, the game medium information includes information indicating fixed information and information indicating game medium information.
[0017] Examples of the fixed information include gender, race, lineage such as bloodline and blood relationship, place of origin (birthplace), compatibility with other characters or enemy characters, and other information specific to the game medium.
[0018] Examples of the game medium parameters include physical conditions such as physique and weight, mental conditions such as personality and temperament, level, status, attributes and ability values, resistance to attacks from enemy characters, suitability for the environment of events (e.g., arena), likability or popularity (reputation), fields and stages that are good or bad at, winning rates in in-game competitions, and other information that affects the game progress (especially the play results of events).
[0019] Note that the game medium information includes those represented by numerical values, those represented by ranks or classifications, those represented by symbols such as "〇" or "×", those represented by graphs or indicators with scales, those represented by the expressions of human faces, and those represented by other display forms (e.g., voice, etc.).
[0020] And in this game, the difficulty level (ease of progress), the way to progress, the number of types of events that can be played, etc. change according to the game medium information of the game medium used. The player plays the events in the game and progresses the game based on the game medium information of the owned game medium.
[0021] In the following explanation, we will use the case where the game medium used in this game is a "racehorse" as an example. However, the present invention is also applicable to games that use characters or items other than racehorses as the game medium.
[0022] In this game, players can acquire racehorses by winning them in in-game lottery events, receiving them as game rewards, or generating (birthing) new horses through events such as breeding two already acquired racehorses as parent horses.
[0023] The acquired racehorses have racehorse information set as game medium information as described above. Racehorse information includes information unique to the racehorse (fixed information) and multiple racehorse parameters (game medium parameters) that can be changed according to the progress of the game. Racehorse parameters are involved in the progress of the game and specifically affect the outcome of events, such as the win or loss of horse races.
[0024] The number of racehorse parameters is not particularly limited, but in this game, multiple racehorse parameters are associated with each racehorse (game medium). Below, we will assume that each racehorse is associated with six types of racehorse parameters (hereinafter referred to as parameters A to F).
[0025] In this game, players can train (specifically, raise) the racehorses they acquire. Training is an event that changes the racehorse's parameters. Each racehorse has a set training period in in-game time, and players can train racehorses that still have a training period remaining. In-game time is the time that passes in the game space and progresses faster than real time. For example, if a player performs a certain action once, it may take only a few minutes in real time, but a week will pass in in-game time. Racehorses whose training period has expired cannot be trained, but they can be used as breeding stock to crossbreed with other racehorses.
[0026] Furthermore, in this game, players can enter their trained racehorses into horse races (hereinafter referred to as "races"). Races are in-game competitions, and players can select horses from their owned racehorses and register them for the races they wish to participate in. Then, on the day of the race in in-game time, players can play the race using their registered racehorses. In other words, an event to enter registered racehorses into races takes place within the game. The outcome of the race (i.e., the order of finish) is determined based on the parameters of each racehorse participating in the race (racehorse parameters), the weather on the day of the race, the type of course (dirt, turf, etc.), and the ground conditions.
[0027] Returning to the explanation of racehorse training, when training a horse, the player gives instructions through the training instruction screen G2 shown in Figure 4. Specifically, the player specifies the racehorse to be trained and selects training conditions such as the training course and training intensity. The training course represents the type of training, and the items that change according to the training (specifically, racehorse parameters) differ depending on the course. The training intensity is set to multiple levels, such as "strong," "medium," and "weak," and training is carried out at the intensity specified by the player.
[0028] The racehorse parameters of a racehorse designated for training will change according to the selected training conditions. At least one racehorse parameter can be changed through training, and in the following, this will include multiple types of parameters (for example, six types of parameters A to F).
[0029] Furthermore, players consume "medals," which are in-game currency, when giving training instructions. The number of medals consumed may be determined according to the attributes of the racehorse being trained and the training conditions. On the other hand, players can increase their number of medals by playing designated events in the game and fulfilling certain conditions, for example, by having their racehorses participate in races and winning. Players can also increase their number of medals by making in-game purchases. Note that the in-game purchase process can utilize publicly known technology, so an explanation will be omitted.
[0030] The amount or degree of change for each parameter A to F in a single training session is determined by the training conditions and the number of medals consumed specified by the player when giving training instructions. However, even with the same training conditions and the same number of medals consumed, the change can vary depending on unique information such as the racehorse's pedigree, the initial or current value of each parameter, and the balance between parameters.
[0031] For example, if parameter A can be changed from "level 1" to "level 10," a racehorse whose initial value for parameter A is "level 3" can grow to "level 10" more easily than a racehorse whose initial value for parameter A is "level 1." Furthermore, if the degree to which parameter A changes varies depending on the bloodline, even if racehorses with the same level of parameter A are trained under the same conditions, the number of training sessions required to reach the next level will differ. Furthermore, if parameters B and C are related to each other, for example, if one parameter reaches a baseline value, making it difficult for the other parameter to rise, then focusing on increasing parameter B will make it difficult for parameter C to rise afterward.
[0032] Based on the above points, players can efficiently train racehorses by checking the racehorse information (especially the racehorse parameters) of the racehorse at that time. Furthermore, by understanding the racehorse information of the racehorse they are training, players can train the racehorse to have the desired characteristics (for example, being strong on rough terrain). As a result, players can use the trained racehorses to progress through the game more advantageously.
[0033] The racehorse information of the racehorse to be trained can be viewed during gameplay on the racehorse display screen G1 shown in Figures 2 and 3. The racehorse display screen G1 is displayed on the player's device screen when the player performs a predetermined operation.
[0034] On the other hand, for the purpose of enhancing gameplay, in this game, some of the racehorse information (specifically, some of the racehorse parameters) is hidden for racehorses immediately after acquisition, as shown in Figure 2. Here, "hiding" means making the content of already set information invisible to the player. Specifically, this involves removing the information to be hidden from the G1 racehorse display screen, or displaying a hidden mark such as "?" in the field corresponding to the information to be hidden on the G1 racehorse display screen (see Figure 2).
[0035] In this game, at a predetermined point in the game, the racehorse information, which was previously hidden, will be displayed according to the player's situation at that time (i.e., it will switch from not being displayed to being displayed). As a result, the G1 racehorse display screen transitions from the screen in Figure 2 to the screen in Figure 3, and the player will be able to see the racehorse information that was previously hidden.
[0036] Furthermore, in this game, the probability of displaying hidden information—that is, the probability of switching hidden information from hidden to displayed at a predetermined point in the game—changes according to the player parameters, with the probability increasing as the player parameters increase. The player parameters are parameters related to the player using racehorses (game mediums) within the game, and fluctuate according to the progress of the game, etc.
[0037] Specific examples of player parameters include the time spent playing the game, the number of times the game has been played (more specifically, the number of times the player has logged in to play the game), the number of friends who play the game together, the level which increases as the number of stages cleared or the number of wins in in-game competitions increases, the amount of money spent in the game, and ranks and other categories that change according to the amount of money spent.
[0038] As described above, in this game, at a predetermined point in the game, some of the racehorse information that was previously hidden will be displayed according to a probability based on the player's parameters. This allows for consideration of the player's situation at the predetermined point in time, and specifically, players with high player parameters, such as players who have played for a predetermined amount of time, players who have reached a high level or rank, or players who have spent a predetermined amount, can be given preferential treatment in terms of the ease with which racehorse information is displayed. The above points constitute the features of the present invention, which will be explained in detail below. In the following explanation, we will use a case where the above probability changes depending on the amount of money spent in the player parameters as an example.
[0039] [Configuration of an information processing device and user terminal according to one embodiment of the present invention] Next, the configuration of the information processing device and user terminal according to one embodiment of the present invention (hereinafter referred to as the first embodiment) will be described. The information processing device according to the first embodiment consists of a server computer for game data distribution (i.e., server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to the user terminal 12 via a network 14 so as to be able to communicate, and together with the user terminal 12, it constructs an information processing system S for games.
[0040] Server 10 may consist of a single computer or multiple computers arranged in parallel and distributed. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the parameter display flow described later (excluding information input and display) are performed by the server computer, so the user terminal 12 only needs to input information to be handed over to the server computer and display the information distributed from the server computer.
[0041] As shown in Figure 1, Server 10 has a processor 21, memory 22, a communication interface 23, and storage 24, and these devices are electrically connected via a bus 25. Server 10 also has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. By operating according to the above program, the processor 21 functions as an information processing device of the present invention, executing a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or by obtaining it (downloading) it via a network such as the Internet or an intranet.
[0042] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc. The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution). The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the server 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. In addition, distributed ledger technology such as blockchain may be used as the technology for recording various types of data to prevent unauthorized data tampering.
[0043] Server 10 distributes information necessary for the game's progress to each player and also collects and stores information from each player. The information stored by Server 10 includes each player's identification information, current parameters (player parameters), number of medals held, and information about the racehorses acquired by each player (racehorse information). Regarding the racehorse parameters within the racehorse information, flag information indicating whether or not they are displayed is stored in Server 10. In addition, the probability of switching a racehorse parameter that is set to "not displayed" to "displayed" is stored in Server 10 for each player and each racehorse, linked to each player.
[0044] Furthermore, Server 10 performs various information processing related to the progress of this game, including the processes described below. • Processes that generate or hold various in-game events, including training and racing. • Process to change the parameters of racehorses being trained. • A process to display racehorse information on the user terminal of the player using that racehorse. - Process to set whether or not to display racehorse parameters. - Process to determine and update the probability of switching racehorse parameters that are set to "not displayed" to "displayable," etc.
[0045] The user terminal 12 is a client terminal operated by the player to play the game, and specifically consists of a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, and wearable device, etc.
[0046] As described above, the user terminal 12 receives game progress data from the server 10 and displays the images (videos) indicated by that data on the user terminal 12's display or on a display device such as a TV connected to the user terminal 12. In other words, in the first embodiment, the user terminal 12 functions as a display unit. When a player performs a predetermined operation during gameplay, the racehorse display screen G1 is drawn on the user terminal 12, and the racehorse information of the racehorse acquired by the player is displayed on screen G1.
[0047] [Regarding the functions of the information processing device of the first embodiment] The configuration of the server 10, which is an information processing device according to the first embodiment, will now be explained again from a functional standpoint. As shown in Figure 5, the server 10 has an operation reception unit 30, a display control unit 40, a storage unit 50, a setting unit 60, a probability determination unit 70, and an information modification unit 80. Of these, the storage unit 50 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. The following sections will provide a detailed explanation of each functional component.
[0048] (Operation reception desk) The operation reception unit 30 receives operations performed by the player on the user terminal 12 while playing the game, and more precisely, receives data from the user terminal 12 indicating the content of said operations. For example, the operation reception unit 30 receives instructions for training a racehorse (more precisely, training instructions) from the player. Training instructions include the racehorse designated as the target of training, training conditions such as the training course and training intensity, and the number of medals to be used for training (number of medals consumed). The operation reception unit 30 receives data from the user terminal 12 indicating the content of the specified training instructions.
[0049] (Display Control Unit) The display control unit 40 controls each player's user terminal 12 (display unit) to display information necessary for the progress of the game. For example, when a racehorse is trained as an event, the display control unit 40 controls the user terminal 12 of the player who instructed the training to display the parameters of the racehorse at the end of its training. Specifically, the display control unit 40 generates control data to display the racehorse information at the end of the training of the racehorse being trained, and transmits the generated control data to the user terminal 12 of the player who instructed the training. Upon receiving the control data, the user terminal 12 draws the racehorse display screen G1, and the racehorse information at the end of the training of the racehorse being trained is displayed on screen G1.
[0050] In the first embodiment, as described above, the racehorse information includes racehorse parameters that are set to be displayed and racehorse parameters that are set to not be displayed. The display control unit 40 then controls the user terminal 12 to display the parameters that are set to be displayed and to hide the parameters that are set to not be displayed (for example, by displaying a hide mark such as "?").
[0051] Furthermore, when a racehorse parameter that was set to "not displayed" is switched to "displayed," the display control unit 40 controls the user terminal 12 to display the racehorse parameter that was set to "displayed."
[0052] Furthermore, the racehorse information includes racehorse parameters, and as shown in Figure 3, these include parameters represented by numerical values (for example, parameter D). For this type of parameter, it is preferable to display the current value along with the limit value (specifically, the upper limit) of the parameter, as shown in Figure 3. In other words, in the first embodiment, the display control unit 40 is set to display, and the user terminal 12 may be controlled to display the current value and limit value of racehorse parameters represented by numerical values.
[0053] (Storage part) The memory unit 50 stores information necessary for game progression and includes a player parameter memory unit 51, a racehorse information memory unit 52, and a probability memory unit 53, as shown in Figure 5.
[0054] The player parameter storage unit 51 stores player parameters for each player. The player parameter storage unit 51 stores the player parameters shown in Figure 6, linked to each player's identification ID and game account name, etc. Specifically, the total play time (game play time), number of logins (number of game plays), player level, amount of money spent, and rank set according to the amount of money spent are stored as player parameters. Other parameters may also be stored in the player parameter storage unit 51; for example, the number of registered friends may be stored as a player parameter.
[0055] The racehorse information storage unit 52 stores racehorse information for each racehorse acquired by each player. For each racehorse, the racehorse information storage unit 52 stores the racehorse information shown in Figure 7, linked to the account name of the player who owns it. Specifically, the racehorse information stored includes the racehorse's name, identification ID, current racehorse parameters, past race record such as the number of races participated in and the number of wins, the current training week, and the remaining training period (remaining weeks). In addition, other information about the racehorse, such as the name or ID of the parent horse, may also be stored as racehorse information.
[0056] Regarding racehorse parameters, as shown in Figure 7, flag information indicating whether or not each racehorse parameter is displayed is stored in the racehorse information storage unit 52. In addition, although not specifically shown in the figures, the training history to date (specifically, the number of training sessions, the training conditions for each training session, and the number of medals consumed, etc.) is stored for each racehorse. The racehorse parameters stored in the racehorse information storage unit 52 are numerical values or content that reflect the training history to date.
[0057] The probability storage unit 53 stores the probability of switching a racehorse parameter that is set to "not displayed" (i.e., hidden) to "displayable" for each player's racehorse, for each type of racehorse parameter. As the above probabilities (hereinafter referred to as display switching probabilities) are determined for each racehorse and each player by the probability determination unit 70, as will be described later, the probability storage unit 53 stores the display switching probabilities for each racehorse parameter for each player and each racehorse, as shown in Figure 8.
[0058] (Settings section) The setting unit 60 sets whether or not to display the racehorse parameters for each racehorse acquired by each player. Specifically, when a player acquires a new racehorse (game medium), the setting unit 60 sets whether or not to display each of the multiple racehorse parameters (specifically, six types of parameters A to F) associated with the new racehorse. In the first embodiment, when a new racehorse is acquired, at least some of the racehorse parameters of that racehorse (for example, parameters A to D) are set to not be displayed, and the remaining parameters are set to be displayed. However, it is not limited to this, and when a new racehorse is acquired, all of the racehorse parameters of that racehorse may be set to not be displayed.
[0059] Furthermore, at a predetermined point in the game, the setting unit 60 switches the parameters of the target racehorse (hereinafter referred to as the target horse) that are currently set to "not displayed" to "displayed" based on the player parameters of the player using the target horse.
[0060] To explain in more detail, when a predetermined point in the game is reached, the setting unit 60 reads the probability of switching the display for the target horse at that predetermined point in time from the probability storage unit 53. The probability of switching the display at a predetermined point in time is a value corresponding to the player parameters at that time, specifically a value calculated from the amount of money paid at that time. Then, according to the read probability of switching the display, the setting unit 60 switches the parameters of the target horse's racehorse parameters that are set to "not displayed" at the predetermined point in time to "displayed".
[0061] The "specified point in the game" at which the hidden racehorse parameters are switched to displayable is the point in time when a specified event occurs in the game, specifically, when either event (1) or (2) below occurs in game time. (1) An event in which, in response to training instructions given by the player, training is carried out on the racehorse (target horse) of the player who gave the instructions, and the racehorse parameters of that racehorse are changed. (2) An event in which the target horse is entered into a race and the race is played. In other words, in the first embodiment, when either event (1) or (2) occurs, the setting unit 60 switches the racehorse parameter, which was set to "not displayed," to "displayed," based on the player parameters at the time the event occurred.
[0062] The events that trigger the switching of hidden information (game media information) to visible information are not limited to (1) or (2) above. For example, if there are stages that must be cleared, such as in quests or missions, an event in which the player clears a stage in the game using the game media may be used as the trigger for switching the information display.
[0063] The display status of each racehorse parameter set by the setting unit 60 is stored as flag information in the racehorse information storage unit 52. Furthermore, for racehorse parameters that have been switched from "not displayed" to "displayed" by the setting unit 60, the flag information is updated from "not displayed" to "displayed" accordingly.
[0064] (Probability determination unit) The probability determination unit 70 determines the probability of switching the display of each of the racehorse parameters of a newly acquired racehorse that are hidden at the time of acquisition (specifically, parameters A to D) for each player and each racehorse. The probability determination unit 70 determines the probability of switching the display according to the current player parameters, more specifically, the current amount of money spent. In the first embodiment, the probability determination unit 70 determines the probability of switching the display such that the probability of switching the display increases as the amount of money spent increases.
[0065] As described above, in the first embodiment, the display switching probability is a value that reflects the player's current situation, particularly the situation that changes according to the progress of the game. The display switching probability determined by the probability determination unit 70 is stored in the probability storage unit 53, linked to the player and the racehorse.
[0066] Furthermore, the probability of switching the display is not limited to being determined by the amount of money spent, but may also be determined by game play time, number of game plays, or the player's level or rank set in the game, or a combination of these.
[0067] (Information Change Section) The information modification unit 80 modifies various types of information according to the progress of the game and includes a player parameter modification unit 81, a racehorse parameter modification unit 82, and a probability update unit 83, as shown in Figure 5.
[0068] The player parameter modification unit 81 updates the player parameters stored in the player parameter storage unit 51 in response to changes in the player's situation, particularly changes in the situation as the game progresses. For example, if a player's spending increases, the player parameter modification unit 81 rewrites (updates) the spending amount among the player parameters of that player to the increased amount.
[0069] The racehorse parameter modification unit 82 corresponds to the game medium parameter modification unit and modifies the racehorse parameters of the player's racehorse, or more precisely, the racehorse designated as the target of training, in response to training instructions from the player. More specifically, the racehorse parameter modification unit 82 identifies the training conditions and the number of medals consumed, etc., specified by the player when they give training instructions. The racehorse parameter modification unit 82 then modifies the racehorse parameters of the target racehorse, which are stored in the racehorse information storage unit 52, according to the identified training conditions and the number of medals consumed, etc.
[0070] The probability update unit 83 updates the display switching probability stored in the probability storage unit 53 (more precisely, the display switching probability associated with the player whose charge amount has changed) in accordance with, for example, the player parameter that determines the display switching probability, specifically the change in the amount charged. In the first embodiment, the probability update unit 83 updates the display switching probability so that it becomes higher as the amount charged increases. More specifically, for example, several condition values that increase in stages are set, and the probability update unit 83 increases the display switching probability in stages when the player's charge amount reaches each of the condition values. Furthermore, the update of the display switching probability is not limited to being based on the amount of money spent, but may also be based on game play time, number of game plays, or the player's level or rank set in the game, or a combination of these.
[0071] [Information processing flow in the first embodiment] Next, as an information processing flow according to the first embodiment, a flow relating to the display of racehorse parameters by the information processing system S (hereinafter referred to as the parameter display flow) will be described. The parameter display flow employs the information processing method of the present invention; in other words, each step in the parameter display flow corresponds to a component of the information processing method of the present invention. In the following explanation, for clarity, we will use the parameter display flow for racehorse Y acquired by player X as an example.
[0072] To execute the parameter display flow, Player X logs into the game and starts playing. Furthermore, when Player X acquires a new racehorse Y within the game, this triggers the start of the parameter display flow for racehorse Y. The parameter display flow proceeds according to the flow shown in Figures 9 and 10.
[0073] To explain in more detail, in the parameter display flow, first, the server 10 (specifically, the setting unit 60), which is a computer, sets whether or not to display the racehorse parameters of the racehorse Y newly acquired by player X (S001). To explain in more detail, the server 10 sets some of the multiple racehorse parameters associated with racehorse Y to not be displayed. For example, of parameters A to F, parameters A to D are set to not be displayed, and the remaining parameters (i.e., parameters E and F) are set to be displayed. Furthermore, the number and types of parameters that are set to be displayed at this stage, i.e., the parameters that are displayed from the time of acquisition for newly acquired racehorses, may change according to the player's parameters. For example, the number of parameters initially displayed may increase as the amount of money spent increases.
[0074] Next, the server 10 (specifically, the display control unit 40) controls the player X's user terminal 12 to display racehorse Y's racehorse information, including racehorse parameters. Specifically, the server 10 generates control data to display the current racehorse Y's racehorse information and transmits the generated control data to the player X's user terminal 12 (S002). In step S002, the server 10 generates control data to display only parameters E and F of racehorse Y's racehorse parameters that are set to be displayed, and to hide parameters A to D that are set to not be displayed.
[0075] When the user terminal 12 of player X receives the above control data (S003), the racehorse display screen G1 is drawn on the user terminal 12 of player X, and the racehorse parameters of racehorse Y at the present time are displayed on screen G1 (S004). At this point, as shown in Figure 2, only parameters E and F, which are set to be displayed, are displayed, and parameters A to D, which are set to not be displayed, are hidden.
[0076] Meanwhile, the server 10 (more specifically, the probability determination unit 70) determines the current display switching probability for each of the racehorse parameters A to D of racehorse Y that are set to not be displayed (S005). In step S005, the server 10 determines the display switching probability according to the player parameters of player X at the moment, more specifically, the current amount of money spent, and determines the display switching probability for each racehorse parameter such that the display switching probability increases as the amount of money spent increases.
[0077] Subsequently, when player X increases the amount of money spent (S006), the server 10 (specifically, the probability update unit 83) updates the display switching probability for each racehorse Y parameter according to the increased amount of money spent by player X (S007). At this time as well, the server 10 updates the display switching probability for each racehorse parameter so that the display switching probability increases as the amount of money spent increases.
[0078] During the parameter display flow, when player X operates user terminal 12 to instruct training of racehorse Y (S008), server 10 (specifically, operation reception unit 30) receives the training instruction (S009). The training instruction received in step S009 includes the training conditions specified by player X (specifically, the training course and training intensity, etc.) and the number of training medals to be consumed.
[0079] Subsequently, Server 10 (specifically, the Racehorse Parameter Modification Unit 82) modifies Racehorse Y's parameters according to the training instructions received from Player X (S010). In other words, an event (training event) is held in which Racehorse Y's parameters are modified according to the instructions of Player X. At this time, Server 10 modifies the corresponding parameters among Racehorse Y's parameters according to the training conditions and the number of medals consumed included in the training instructions received from Player X.
[0080] Furthermore, when a training event takes place, Server 10 (specifically, the settings unit 60) will, in conjunction with this, switch each of the racehorse parameters A to D, which are currently set to "not displayed," to "displayed" (S011), based on the current player parameters of Player X. Specifically, Server 10 switches each of the racehorse parameters A to D from "not displayed" to "displayed" according to a display switching probability that reflects the current amount of money Player X has spent.
[0081] Furthermore, the racehorse parameters that are switched from hidden to displayed according to the display switching probability may be some of the racehorse parameters that are currently hidden. In this case, the racehorse parameters to be switched may be automatically determined by Server 10, or they may be specified by Player X of their own free will.
[0082] Subsequently, the server 10 (specifically, the display control unit 40) controls the player X's user terminal 12 to display racehorse information for racehorse Y, including the racehorse parameters after the training period is complete.
[0083] Specifically, server 10 generates control data to display racehorse Y's information at the end of its training period, and sends the generated control data to player X's user terminal 12 (S012). In step S012, server 10 generates control data to display the racehorse parameters that were switched from not being displayed to being displayed in step S011. As a result, information based on the control data is displayed on player X's user terminal 12. More specifically, in addition to racehorse parameters E and F, which were initially set to be displayed, the racehorse parameters that were switched from not being displayed to being displayed in step S011 are displayed, as shown in Figure 3 (S013, S014).
[0084] Furthermore, the series of steps (i.e., S011-S014) from switching the hidden racehorse parameters from hidden to displayed on the user terminal 12 of player X may also be performed when an event other than training takes place, for example, when an event occurs in which racehorse Y is entered into a race, or when racehorse Y wins the race.
[0085] Furthermore, as a variation of the first embodiment, when a specific event occurs, a lottery (lottery animation) may be held to determine whether or not to switch one of the hidden racehorse parameters associated with racehorse Y from hidden to displayed. The result of this lottery is determined according to a probability corresponding to the player parameters of player X at the time (e.g., amount paid), and a video showing the lottery result, etc., may be displayed on player X's user terminal 12.
[0086] Of the processes described above, steps S006 to S014 are repeated until player X performs an action to end the game (S015), at which point the parameter display flow ends.
[0087] [Regarding the second embodiment of the present invention] Next, a second embodiment of the present invention will be described with reference to Figure 11. In the following description, the differences between the second embodiment and the first embodiment will be mainly explained. Functions of the server 10 shown in Figure 11 that are common to the first embodiment will be denoted by the same reference numerals as in Figure 5, and their explanations will be omitted.
[0088] In the first embodiment, when a predetermined time occurs in the game (specifically, when a predetermined event takes place), the racehorse parameters, which are set to be hidden, are switched to be displayed according to a probability corresponding to the player parameters at that time. In the second embodiment, when a predetermined time occurs in the game (specifically, when a predetermined event takes place), a number of racehorse parameters that are set to not be displayed are switched to be displayed, according to the player's parameters at that time.
[0089] More specifically, the server 10A according to the second embodiment, as shown in Figure 11, includes a number determination unit 72 instead of a probability determination unit 70, and a number update unit 84 instead of a probability update unit 83. Furthermore, the storage unit 50 of the server 10A according to the second embodiment includes a number storage unit 54 instead of a probability storage unit 53.
[0090] The quantity determination unit 72 determines, for each player and each racehorse, the number of racehorse parameters that are set to "not displayed" at a predetermined point in the game and can be switched from "not displayed" to "displayed" (hereinafter referred to as the "number of display switches"). The quantity determination unit 72 determines the number of display switches according to the current player parameters, for example, the current amount of money spent, and more specifically, determines the number of display switches so that the number increases as the amount of money spent increases. The determined number of display switches is a numerical value that reflects the current player parameters and is stored in the quantity storage unit 54, linked to the player and the racehorse.
[0091] The quantity update unit 84 updates the number of display changes stored in the quantity storage unit 54 (specifically, the number of display changes associated with the player whose charge amount has changed) in accordance with changes in the charge amount, updating the number of display changes so that the number increases as the charge amount increases.
[0092] Furthermore, the number of items displayed may not be determined or updated based solely on the amount of money spent, but may also be determined and updated based on game play time, number of game plays, or the player's level or rank set within the game, or a combination thereof.
[0093] In the second embodiment, when a predetermined point in the game is reached, the setting unit 60 switches a number of racehorse parameters that are set to "not displayed" at that predetermined point in time, corresponding to the number of parameters whose display needs to be switched, from "not displayed" to "displayed". At this time, the racehorse parameters that are switched from "not displayed" to "displayed" may be automatically determined by the server 10A, or they may be parameters specified by the player.
[0094] [Other embodiments] To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the embodiments described above are merely examples, and other embodiments may also be conceivable.
[0095] In the above-described embodiment, a server computer for game data distribution (i.e., server 10) functions as the information processing device of the present invention, but the invention is not limited to this, and at least some of the functions of server 10 may be provided on the user terminal 12. For example, at least one of the following functions may be provided on the user terminal 12: display control unit 40, storage unit 50, setting unit 60, probability determination unit 70 (or quantity determination unit 72), and information modification unit 80.
[0096] Furthermore, in the above embodiment, the display switching probability or the number of displays switched is determined according to the current user parameters, specifically the current amount charged. In the above embodiment, the display switching probability or the number of displays switched is determined such that the probability increases or the number increases as the amount charged increases. However, it is not limited to this, and the display switching probability or the number of displays switched may also be determined according to user parameters other than the amount charged, for example, the game play time. In this case, the display switching probability may increase or the number of displays switched may increase as the game play time decreases.
[0097] Furthermore, in the above embodiment, a game in which racehorses are raised and entered into races was used as an example, and when a predetermined event occurs in the game, such as a training event or a race event, the hidden racehorse parameters are switched to be displayed as a trigger. However, the present invention is not limited to this, and can also be applied to games in which a character (operable character) is controlled as a game medium to defeat enemies or clear stages such as quests. In such a game, some of the parameters of the playable character (corresponding to game medium information and game medium parameters) may be set to not be displayed and hidden, and when a predetermined event occurs in the game, such as strengthening the playable character or clearing a predetermined stage, the hidden parameters may be switched from not being displayed to being displayed at that point.
[0098] [summary] The information processing device of the present invention comprises a setting unit and a display control unit. The setting unit sets whether or not to display game medium information (e.g., racehorse information) relating to a game medium (e.g., racehorse). The display control unit controls the display unit (e.g., a player's user terminal) to display game medium information that has been set to display and to hide game medium information that has been set to not display. Then, at a predetermined point in the game, the setting unit switches the game medium information that has been set to not display to display, based on player parameters relating to the player using the game medium. With this configuration, the display of game media information can be determined based on the player's situation, particularly as the game progresses. This allows for the provision of a game that takes the player's situation into consideration, for example, by giving preferential treatment to players in certain situations in terms of displaying game media information.
[0099] Furthermore, in the information processing device of the present invention, when a predetermined point in time occurs during a game, the setting unit may switch the game media information, which is set to "display not shown," to "display shown" according to a probability (display switching probability) corresponding to the player parameters at the predetermined point in time. In this case, by reflecting the player parameters, which change according to the progress of the game, in the display switching probability, it becomes possible to take into consideration the player's situation at the present time.
[0100] Furthermore, the information processing device of the present invention may include a probability update unit that updates the above-mentioned probability (display switching probability) according to the player parameters, and the probability update unit may update the above-mentioned probability so that the probability increases as the player parameters increase. In this case, players with higher player parameters can be given preferential treatment from the viewpoint of displaying game media information by making it easier to switch hidden game media information from not being displayed to being displayed.
[0101] Furthermore, in the above configuration, the probability update unit may update the probability according to at least one player parameter, such as the amount of money a player spends on the game, the amount of time they play the game, the number of times they play the game, and the player rank set within the game. Since these parameters reflect the player's interest, enthusiasm, and level of engagement with the game, for example, players with a higher level of interest in the game can be given preferential treatment from the standpoint of displaying game media information.
[0102] Furthermore, in the information processing device of the present invention, multiple game media information is associated with a game medium, and when a new game medium is acquired, the setting unit may set at least a portion of the multiple game media information associated with the new game medium to be hidden. With this configuration, by setting at least a portion of the game media information to be hidden when a new game medium is acquired, it is possible to stimulate the player's anticipation for the game medium and further enhance the enjoyment of the game. Furthermore, by setting some of the multiple game media information associated with a game medium to be hidden at the time of acquiring the game medium, and setting the remaining information to be displayed, the game's appeal can be further enhanced compared to setting all of the multiple game media information to be hidden.
[0103] Furthermore, in the information processing device of the present invention, when a predetermined point in time occurs during a game, the setting unit may switch a number of game media information (number of display switches) that are set to "display not shown" to "display shown" according to the player parameters. In this case, the player parameters, which change according to the progress of the game, are reflected in the number of display switches, so that the player's current situation can be taken into consideration.
[0104] Furthermore, in the information processing device of the present invention, the player parameters include the player's game play time, and when a predetermined point in time occurs during the game, the setting unit may switch game media information that is set to "not displayed" to "displayed" according to a probability (display switching probability) corresponding to the game play time, or switch a number of game media information (number of display switches) that are set to "not displayed" to "displayed" according to the game play time. In such a configuration, as the game play time becomes shorter, the display switching probability may become higher, or the number of display switches may increase. In this case, players with short game play times, such as beginners or other players with relatively short game play experience, can be made more likely to switch hidden game media information from "not displayed" to "displayed," thus providing preferential treatment from the viewpoint of displaying game media information.
[0105] Furthermore, in the information processing device of the present invention, when a predetermined event occurs during a game, the setting unit may switch the game media information, which is set to "not displayed," to "displayed" based on the player parameters. In this case, since the setting of the hidden game media information is switched from "not displayed" to "displayed" as a trigger for the predetermined event to occur, the player can be encouraged to actively perform the predetermined event.
[0106] Furthermore, in the above configuration, if any one of the following events (1) to (3) occurs, the settings unit may switch the game media information, which was set to "not displayed," to "displayed" based on the player parameters. (1) An event that changes the game medium parameters of the game medium of the player who gave the instruction, in response to the player's instruction (for example, a training event). (2) An event in which players participate in in-game competitions (e.g., races) using a game medium. (3) An event in which players use a game medium to clear a stage within the game (for example, a stage in which they fight against a predetermined enemy character). In the events described in (1) to (3) above, game media information will affect the results of each event. By switching the hidden game media information to be displayed following the implementation of the above events, players will be able to check the displayed game media information before participating in subsequent events.
[0107] Furthermore, the information processing device of the present invention has a game medium parameter changing unit (for example, a racehorse parameter changing unit), which changes the game medium parameters related to the player's game medium in response to instructions from the player (for example, instructions for training). Here, the game medium information may include game medium parameters. The display control unit may control the display unit to display the game medium parameters indicated by the game medium information set to display. With such a configuration, the effects of the present invention become more significant. To elaborate on this point, in a game in which game medium parameters are changed by training or strengthening, the player checks the game medium parameters when training or strengthening so that the game medium parameters reach the desired value or content. Therefore, the more game medium parameters that are set to display, the more advantageous it is for the player, and the player will play the game aiming for a situation in which the number of pieces of information set to display is likely to increase. In this case, the present invention, which can change the number of game medium parameters that can be switched from not displaying to displaying according to the player's situation, becomes more effective.
[0108] Furthermore, in the information processing device of the present invention, the display control unit may control the display unit to display the current value and limit value (e.g., upper limit value) of the game medium parameter indicated by the game medium information set to display. In this case, when a numerically represented parameter among the game medium parameters that was initially hidden switches from being hidden to being displayed, the player can grasp the current value of that parameter as well as its limit value. This makes it possible to encourage the player to change the parameter from its current value to its limit value through training or other means.
[0109] Furthermore, the information processing method of the present invention is characterized in that a computer sets whether or not to display game media information relating to a game medium, the computer controls the display unit to display game media information set to display and hide game media information set to not display, and at a predetermined point in the game, the computer switches game media information set to not display to display based on player parameters relating to the player using the game medium. By using the above information processing method, it is possible to take into consideration the player's situation in the game (specifically, player parameters) from the viewpoint of displaying game media information.
[0110] Furthermore, the present invention's program causes a computer to set whether or not to display game media information related to a game medium, to display game media information set to display, and to hide game media information set to not display, and at a predetermined point in the game, to switch game media information that was set to not display to display based on player parameters related to the player using the game medium. By having a computer execute this program, a game can be realized that takes into consideration the player's situation (specifically, player parameters) from the perspective of displaying game media information. [Explanation of symbols]
[0111] 10,10A Server 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Operation reception unit 40 Display Control Unit 50 Storage section 51 Player parameter storage unit 52 Racehorse Information Memory Department 53 Probability memory unit 54 Quantity Storage Unit 60 Setting section 70 Probability Determination Unit 72 Quantity determining section 80 Information Change Section 81 Player Parameter Change Section 82 Racehorse Parameter Modification Section 83 Probability Update Unit 84 Quantity Update Section G1 Racehorse Display Screen G2 training instruction screen S Information Processing System
Claims
[Claim 1] A setting section for setting whether or not to display game media information about the game media, The system includes a display control unit that controls the display unit to display the game media information set to "display enabled" and to hide the game media information set to "display disabled", An information processing device in which, when a predetermined point in time occurs during a game, the setting unit switches the game medium information, which is set to "not displayed," to "displayed" based on player parameters relating to the player using the game medium.