Programs and Information Processing Systems
A computer-controlled system in games dynamically switches between diverse gameplay types using user location information, enhancing engagement and interestingness by incorporating real-world interactions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2024-12-20
- Publication Date
- 2026-07-02
AI Technical Summary
Existing games lack the ability to enhance user engagement and interestingness through diverse gameplay experiences that incorporate real-world location-based interactions.
A computer-controlled system enables multiple types of games with varying game properties within a single software, dynamically switching between them based on the day, utilizing user location information to create immersive location-based gameplay.
Enhances user engagement and appeal by providing diverse gameplay experiences that integrate real-world location-based interactions, improving the overall interestingness of the service.
Smart Images

Figure 2026109685000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, various types of games have been known. For example, there are known games that utilize position information indicating the position of a user in the real space (in other words, the real world) and that can progress by the user actually moving in the real space (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] By the way, in services such as games, it is required to improve the interestingness.
[0005] An object of the present invention is to improve the interestingness of a service.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is functioned as control means for controlling to enable playing of a plurality of types of games having different game properties in one game software, the control means changes playable games among the plurality of types of games according to the day, the plurality of types of games include a first game that utilizes position information indicating the position of a user playing the game in the real space a program is provided. [Effects of the Invention]
[0007] According to the present invention, the appeal of the service 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 figure shows an example of a game screen related to the first game. [Figure 4] This figure shows an example of a game screen related to the second game. [Figure 5] This diagram shows an example of the correspondence between each part of the story and the type of game. [Figure 6] This flowchart shows an example of the process involved in controlling whether each part can be played. [Figure 7] This flowchart shows an example of the process involved in controlling whether each part can be played. [Figure 8] This figure shows an example of a screen related to starting various games. [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.), Wi-Fi (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] Note that, in this 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 between the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation between 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 1(or, 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, magnetic sensor, GPS 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 have been registered in advance. The method of registering accounts is not particularly limited. For example, a 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 IF 24, and I / O IF 25, etc. The storage unit 220 stores various data used by the control unit 210. These various data include, for example, programs, game information, and user information. The program is a program for realizing a game. The game information and user information are data that the control unit 210 refers to when executing the program.
[0032] In this embodiment, the term "program" may include programs executed on the server 20 side as well as programs executed on the terminal device 10 side. Furthermore, the storage unit 220 may store both the programs executed on the server 20 side and the programs executed on the terminal device 10 side.
[0033] 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 characters used by the user (in other words, objects that the user can control) (hereinafter referred to as "player characters"). Game information includes, for example, various 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."
[0034] 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 the progress of the game. Owned assets can be said to be the value that the user owns in the virtual space. 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 crypto assets. That is, the memory unit 220 may store information such as the electronic currency, items, or characters owned by each user, associated with identification information that can identify each user. In this embodiment, "granting (in other words allowing acquisition)" a predetermined value (in other words, object) such as an item to the user can also be said to store it in the predetermined memory unit, linked to the user's account, as value owned by the user.
[0035] The control unit 210 controls various processes related to the game by executing a program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211 and a game control unit 212.
[0036] 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 multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control 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 game control unit 212.
[0037] 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.
[0038] The game control unit 212 provides the game to the terminal device 10 by executing calculation processing described in the program in response to requests from the terminal device 10.
[0039] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on the object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0040] Furthermore, the game control unit 212 places player characters in the virtual space based on information transmitted from the terminal device 10. The game control unit 212 also performs various judgment processes related to the progress of the game based on information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various judgment processes based on user information input into the terminal device 10.
[0041] Furthermore, when the game control unit 212 receives, for example, 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 game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered 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 a 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, programs, game information, and user information. The program is a program for implementing a game on the terminal device 10 side. The 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 a 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 control unit 113, a display control unit 114, and a location information acquisition unit 116.
[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] In this embodiment, it can also be said that a user moving in real space and changing the location information described later is one form of input operation.
[0048] 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.
[0049] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information related to input operations received by the operation reception unit 111, as well as user information such as location information, which will be described later.
[0050] The game control unit 113 performs various processes related to the progress of the game. Based on the user's input detected by the operation reception unit 111, the game control unit 113 identifies the user's instructions. Based on the identified instructions, the game control unit 113 performs various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game control unit 113 communicates with the server 20 and proceeds with the game.
[0051] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control 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. In other words, the game control unit 113 instructs the display control unit 114 to display an image on the display unit 18 that corresponds to the progress of the game.
[0052] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control 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 control 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 and NPCs that operate based on a program. NPCs include so-called enemy characters, etc.
[0053] The display control unit 114 causes the display unit 18 to display images related to the game. A specific example will be given below.
[0054] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game control 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 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.
[0055] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user information, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.
[0056] The location information acquisition unit 116 acquires location information indicating the user's location in the real world (in other words, the user's current location). The location information only needs to indicate the user's location in the real world, as identified by an account, etc. Various methods for acquiring location information have been known for some time, and publicly known methods can be used. For example, the location information acquisition unit 116 may acquire location information using the GPS sensor provided by the terminal device 10 to which the user is logged into the account. Alternatively, the location information acquisition unit 116 may acquire location information acquired by a device used by the user, such as a smart device, which is linked with the terminal device 10 (e.g., a smartphone) (e.g., linked via the user's account, or linked via wireless communication, etc.), as location information indicating the location of the user logged into the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Furthermore, the location information acquisition unit 116 may be provided, for example, in the control unit 210 of the server 20.
[0057] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processing according to this embodiment will be described as being performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing a program stored in the information processing system 1. However, at least a portion of the processing performed by the processor 11 in each of the processing according to this embodiment may be executed by a processor other than the processor 11. Also, at least a portion of the processing performed by the processor 21 in each of the processing according to this embodiment may be executed by a processor other than the processor 21. For example, one of the control unit 110 and the control unit 210 may perform part or all of the processing performed by the other. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices. The program appearing in this embodiment may be recorded and provided on a computer-readable non-temporary recording medium.
[0059] As will be explained in more detail later, this embodiment of the game (in other words, the game title, game application, and game software) allows players to play four types of games: the first game, the second game, the third game, and the fourth game. The first game is a location-based game that utilizes location information indicating the user's position in real space. Here, we will first explain the basic configuration of the first game.
[0060] The first game is a location-based game that links the user's location in the real world with their location in the virtual world. Figure 3 shows an example of the first play screen 300 that is displayed on the display unit 18 when the user plays the first game.
[0061] As shown in Figure 3, in the first game, the game control unit 212 places a player character 30 corresponding to the user operating the terminal device 10 (in other words, a player character 30 linked to the user's account) at a position in the virtual space corresponding to the user's position in the real world (in other words, the position indicated by the location information). The game control unit 212 then moves the player character 30 in the virtual space in conjunction with the user's movement in the real world.
[0062] In other words, in the first game, the game control unit 212 moves the user's player character 30 in the virtual space based on the user's location information, which is information from the user.
[0063] Furthermore, the virtual space used in the first game is a virtual space that reflects at least a part of the real world. In other words, the virtual space of the first game is a virtual space generated using map information of the real world. For example, in the virtual space of the first game, objects corresponding to each of the multiple roads that actually exist in the real world (for example, road object 31) are placed at positions corresponding to the locations of each of the multiple roads in the real world.
[0064] The first game can be a game similar to a known location-based game. In location-based games, multiple objects (hereinafter referred to as "event objects 33") to which predetermined events (in other words, effects or phenomena) are associated are placed in a virtual space, and it is known that an event corresponding to a specific event object 33 occurs when the player approaches that event object 33 (for example, by approaching it and performing an operation (for example, a touch operation) on the event object 33 displayed on the display unit 18).
[0065] In location-based games, approaching a specific event object 33 placed in virtual space can be interpreted as approaching the specific event object 33 in virtual space, or as reaching a position in real space corresponding to the virtual space location where the specific event object 33 is placed (in other words, approaching the specific event object 33 in real space). In other words, in the following explanation, "user's position" can be interpreted as the user's position in real space, or as the virtual space position corresponding to the user's position in real space. Similarly, "event object 33's position" can be interpreted as the event object 33's position in virtual space, or as the real space position corresponding to the virtual space location where the event object 33 is placed.
[0066] When an event object 33 that triggers a specific event is placed in the virtual space, the game control unit 212 triggers a specific event corresponding to the event object 33 based on the user reaching a location in the real space that corresponds to the location in the virtual space where the event object 33 is placed. The location in the virtual space where the event object 33 is placed can also be said to be the location where a predetermined event is set.
[0067] The event object 33 includes, for example, an item spot 33a corresponding to an event such as acquiring an item, and a recovery spot 33b corresponding to an event such as the recovery of a predetermined parameter related to the user (for example, the health of the player character 30). The event object 33 also includes an enemy object 33c corresponding to an event such as combat with an enemy character, and spots corresponding to events that constitute part of the game's story. The game control unit 212 grants the user an item corresponding to a specific item spot 33a based on the user reaching a real-world location corresponding to a virtual-world location where that item spot 33a is placed. The game control unit 212 also recovers a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user reaching a real-world location corresponding to a virtual-world location where a specific recovery spot 33b is set. Furthermore, the game control unit 212 initiates combat with a specific enemy character based on the user reaching a real-world location corresponding to a virtual-world location where an enemy object 33c related to that enemy character is placed. Furthermore, the event associated with event object 33 may be an event that can be played in multiplayer mode (in other words, playable by at least two or more people). In other words, approaching event object 33 that corresponds to an event that can be played in multiplayer mode may start an event that is played in multiplayer mode (for example, an event in which players cooperate with other users to fight enemy characters (a so-called raid battle), etc.). Furthermore, the appearance of event object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. Furthermore, the event associated with event object 33 may proceed and end automatically without user intervention, or it may be an event that is progressed through user intervention (for example, by controlling player character 30, etc.).
[0068] In this embodiment, user operations (e.g., touch operations) on event objects 33 located within a predetermined range (in other words, the operable range; hereinafter referred to as "usable range X") from the player character 30 in the virtual space are enabled. The game control unit 212 generates an event corresponding to the operated event object 33 when the user moves the player character 30 so that the event object 33 for which they want to generate an event (in other words, use) is located within the usable range X, and performs an operation on the event object 33. In other words, in this embodiment, when the user reaches a position in the real space that corresponds to the position where a specific event object 33 is located in the virtual space (specifically, by reaching that position and performing a predetermined operation (e.g., a touch operation on the specific event object 33)), the event corresponding to that specific event object 33 can be generated. In other words, the user can use event objects 33 that are located within the usable range X. In other words, the game control unit 212 determines whether an event object 33 is located within the available range X, and controls the event object 33 located within the available range X to make it available. Here, "available" means that it is possible to generate the event set for the event object 33, etc.
[0069] The usable range X may be, for example, a circular area of a predetermined size centered on the player character 30 (in other words, the user's position). However, the shape of the usable range X is not limited to a circle, nor is it limited to an area centered on the player character 30. The usable range X can also be said to be the range that the user can use in the virtual space (in other words, the entire virtual space). The usable range X is determined according to the user's position in the real space (in other words, based on the user's position information) and fluctuates according to the user's position in the real space. The display control unit 114 displays an indication of the usable range X (a circular indication in Figure 3) on the display unit 18, making the usable range X recognizable to the user.
[0070] In this embodiment, a predetermined object such as a player character 30 is displayed in a virtual space at a position corresponding to the user's position in the real world, but it may also be configured so that it is not displayed. Even in such a configuration, an event corresponding to the event object 33 can be generated based on the user's actions on the event object 33 located within a usable range X determined according to the user's position in the real world. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player character 30 to a first-person view in which the player character 30 is hardly displayed, a usable range X in which operations can be performed may be set for each person.
[0071] The game control unit 212 may switch between two modes based on user operation: a manual mode in which the game progresses by approaching an event object 33 and generating a corresponding event based on an operation (e.g., touch operation) performed on the event object 33, and an automatic mode in which the game progresses by automatically generating an event corresponding to the approached event object 33 (in other words, without requiring touch operation, etc.) when the player approaches the event object 33. That is, in automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific event object 33 when that specific event object 33 is located within the usable range X. Among the event objects 33, there may be event objects 33 in which an event corresponding to that event object 33 is automatically generated when the player approaches it (in other words, when it is located within the usable range X), regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) performed on the event object 33. The switching between manual mode and automatic mode may be performed automatically based on the fulfillment of predetermined conditions (for example, triggered by the start of a predetermined event, etc.).
[0072] In location-based games, where real space and virtual space are associated, each point in real space corresponds to each point in virtual space. In other words, the correspondence between each point in real space and each point in virtual space is stored in a predetermined memory unit (for example, memory unit 220 or memory unit 120). Therefore, setting a predetermined setting for a specific point in virtual space can be said to be the same as setting a predetermined setting for a specific point in real space. Similarly, setting a predetermined setting for a specific point in real space can be said to be the same as setting a predetermined setting for a specific point in virtual space. That is, for example, placing a specific event object 33 at a specific point in virtual space can be said to be the same as placing an event object 33 at the corresponding specific point in real space. Also, for example, setting a specific range in virtual space as a range related to a predetermined control can be said to be the same as setting a corresponding specific range in real space as a range related to a predetermined control. These settings may be made by the game operator or by the user.
[0073] (Changes in playable games) In this embodiment of the game (in other words, the game title, game application, or game software), a story mode is provided in which the game progresses according to a story composed of multiple parts (in other words, episodes). The game control unit 212 advances the story in story mode one part at a time. Each part can be like an episode in a manga or anime, but it may also be like a shorter or longer scene. That is, as long as each part constitutes a part of the story, there are no particular limitations on its length (the volume of content in the story or the time required to complete one part).
[0074] Each part can be classified into multiple types of games with different gameplay. In the game of this embodiment, each part can be classified into four types of games: the first game, the second game, the third game, and the fourth game. That is, each part progresses through the type of game corresponding to that part. For example, if the story is divided into 10 parts, from the first to the tenth part (in other words, episodes 1 to 10), the first part progresses through playing the first game, the second part progresses through playing the third game, and so on, with each part progressing through the play of various games. By sequentially playing multiple types of games, it is possible to follow a single story. During the progress of each game, the display control unit 114 displays various images related to the story on the display unit 18 based on instructions from the game control unit 212.
[0075] Furthermore, the number of game types is not limited to four; it may be three or fewer, or five or more.
[0076] In this embodiment, the first and second games utilize the user's location information. In other words, the first and second games are games in which the user moves around in real space to try and clear them. The third and fourth games do not utilize the user's location information. In other words, the third and fourth games are games that can be cleared without the user moving around in real space.
[0077] The first game is the location-based game described above with reference to Figure 3. In the first game, the player character 30 moves in the virtual space in conjunction with the user's movement in the real space. The game control unit 212 sets a specific point in the virtual space as the destination for the first game. Specifically, as shown in Figure 3, the game control unit 212 places a destination object 33d, which is an event object 33 corresponding to the destination, at a specific point in the virtual space. The game control unit 212 also sets the first game (in other words, the part progressed by the first game) from an incomplete state to a completed state based on the user actually moving to a position in the real space corresponding to the position in the virtual space where the destination object 33d is placed. That is, the first game is a game that can be completed by reaching the position in the real space that has been set as the destination. The game control unit 212 may also start a battle with an enemy character when the user reaches the destination, and set the first game from an incomplete state to a completed state when the user wins the battle. In other words, clearing the first game may require conditions other than reaching a designated location in real space.
[0078] The display control unit 114 displays a visual image on the display unit 18 during the first game. This visual image is an image related to a scene in the story. For example, the display control unit 114 displays the visual image on the display unit 18 at predetermined timings, such as when the first game starts or when the user reaches a location in real space that has been set as a destination. In other words, for example, the display control unit 114 displays an image related to a part of the story based on the fact that the user has reached a specific location in real space. In other words, the game control unit 212 controls the display of an image related to a part of the story on the display unit 18 during the progress of the first game.
[0079] Furthermore, in the first game, the types of player characters 30 that move in the virtual space in conjunction with the user's movement in the real space may differ depending on the part (in other words, depending on the number of episodes in the story). Also, the types of player characters 30 may be predetermined for each part, or they may be selectable by the user.
[0080] The second game progresses according to the user's movement distance in real space. The game control unit 212 sets a target movement distance for the second game. The game control unit 212 also measures (in other words, counts) the user's movement distance in real space during the second game. Based on the user's movement distance reaching the target movement distance, the game control unit 212 sets the second game (in other words, the part progressed by the second game) from an incomplete state to a completed state. That is, the second game is a game that can be completed by moving a specific distance in real space.
[0081] The method for measuring the distance traveled (in other words, the calculation method) is not particularly limited, and various known methods can be used. For example, the game control unit 212 may measure the user's distance traveled based on changes in the user's location information. Alternatively, the game control unit 212 may measure the user's distance traveled based on information from the acceleration sensor and angular velocity sensor provided by the terminal device 10. Furthermore, the measurement of the distance traveled may also include counting the user's steps. In other words, reaching the target distance traveled may include reaching a predetermined number of steps taken by the user. Note that the second game, which progresses according to the user's distance traveled in real space, does not necessarily have to utilize the user's location information.
[0082] The display control unit 114 displays a visual image on the display unit 18 during the second game. This visual image is an image related to a scene in the story. For example, during the second game, the display control unit 114 displays a visual image on the display unit 18 corresponding to the distance the user has traveled in real space each time the user reaches a predetermined distance. In other words, during the second game, the display control unit 114 displays a visual image on the display unit 18 based on the fact that the user's travel distance in real space has reached a predetermined distance shorter than the target travel distance. Also, during the second game, the display control unit 114 displays a visual image on the display unit 18 based on the fact that the user's travel distance in real space has reached the target travel distance. In other words, the game control unit 212 controls the display of an image related to a part of the story on the display unit 18 during the progress of the second game.
[0083] Figure 4 shows a second play screen 301 as an example of a play screen displayed on the display unit 18 when a user plays a second game. The second play screen 301 may display at least one of the distance traveled (in other words, the measured value of the distance traveled) or the target distance traveled. In this embodiment, the second play screen 301 displays a numerical value 310 indicating the distance traveled and a numerical value 311 indicating the target distance traveled. The second play screen 301 also displays a gauge 312 indicating the distance traveled. These numerical values 310, 311 and the gauge 312 can also be said to be displays indicating the degree of achievement relative to the target distance traveled.
[0084] In the second game, as in the first game, a virtual space may be used in which each point in the real world corresponds to each point in the virtual world. In the second game, the game control unit 212 may place the player character 30 at a position in the virtual world corresponding to the user's position in the real world, and move it in the virtual world in conjunction with the user's movement in the real world.
[0085] The third game is a competitive game. In this embodiment, the third game is a game in which the user competes against an NPC, but it may also be a game in which the user competes against other users. The game control unit 212 advances the competition based on the user's actions. The game control unit 212 then sets the third game (in other words, the part advanced by the third game) from an incomplete state to a completed state based on the user's achievement of an objective in the competition. The objective of each competition may be to defeat the opponent, or to reduce the opponent's enemy character's parameters to predetermined values (for example, reducing their health value to a predetermined value), etc.
[0086] The display control unit 114 displays a visual effect image on the display unit 18 during the third game. This visual effect image is related to a scene from the story. For example, the display control unit 114 displays the visual effect image on the display unit 18 at predetermined timings, such as at the start of the third game or when the user achieves an objective in a match. In other words, the game control unit 212 controls the display of images related to a part of the story on the display unit 18 during the progress of the third game.
[0087] The fourth game is a game in which consecutive matches are played. In this embodiment, the game is played in which matches similar to those in the third game are played consecutively. The game control unit 212 then sets the fourth game (in other words, the part played by the fourth game) from an uncleared state to a cleared state based on the user achieving an objective in the consecutive matches. This objective may be, for example, winning a predetermined number of times. The fourth game may be a game in which matches of a different type than those in the third game are played consecutively. In other words, the matches played consecutively in the fourth game may include matches of a different type than those in the third game. Furthermore, the fourth game only needs to be different from the third game and is not limited to a game in which matches are played consecutively.
[0088] The display control unit 114 displays a visual image on the display unit 18 during the fourth game. This visual image is an image related to a scene in the story. For example, the display control unit 114 displays the visual image on the display unit 18 at predetermined timings, such as at the start of the fourth game, between matches, or when the user achieves an objective in a series of matches. In other words, the game control unit 212 controls the display of an image related to a part of the story on the display unit 18 during the progress of the fourth game.
[0089] The third and fourth games are played by the user manipulating a predetermined object (in other words, the game medium). Specifically, in this embodiment, the third and fourth games are card games in which the user manipulates cards to battle enemy characters. However, the predetermined object is not limited to cards; it may be any type of object, such as a character.
[0090] Furthermore, the third and fourth games are not limited to card games, but may be any type of game, such as command battle games, action games, puzzle games, racing games, shooting games, sports games, rhythm games, quiz games, or mystery-solving games. Also, the third and fourth games do not have to be games in which players compete against NPCs or other users.
[0091] Story Mode is a mode where you play each part one by one. The parts are arranged in a predetermined order, and clearing the previous part makes the next part playable. Also, as mentioned above, each part can be classified into four types of games: Game 1, Game 2, Game 3, and Game 4. In other words, in Story Mode, multiple types of games with a predetermined play order can be played in sequence.
[0092] The order of the various games (in other words, the correspondence between each part and the type of game) may be regular or irregular, as illustrated in Figures 5(a) and 5(b). Furthermore, the parts may branch, as illustrated in Figure 5(c). In other words, the user may be able to select the next part (in other words, the type of game to play next). When parts branch, the game control unit 212 may present the user with options for the next part to play and allow the user to select it (for example, in the example shown in Figure 5(c), the user who has completed Part 6 may be allowed to choose between Part 7-1 and Part 7-2). Also, when parts branch, the game control unit 212 may decide which part to play next based on the previous gameplay (for example, based on the results of the previous part) (in other words, the user may be able to indirectly select the next part).
[0093] In this embodiment, the game control unit 212 controls the story mode so that it can be progressed at a rate of one part per day. In other words, the game control unit 212 limits the number of parts that can be progressed within a predetermined period. To put it another way, after the user clears a part, the game control unit 212 restricts the play of the next part until a predetermined period has elapsed.
[0094] Specifically, the game control unit 212 controls whether each part of the story mode can be played. When a user plays the story mode for the first time, the first part (or more parts) is set to playable, while subsequent parts are set to unplayable. Parts set to playable can be started by the user based on a predetermined operation (for example, an operation on the play start button 315, described later). Parts set to unplayable cannot be started by the user based on a predetermined operation.
[0095] Furthermore, the game control unit 212 changes a part that is set to be unplayable from an unplayable state to a playable state based on the fact that the previous part has been set to a clear state and that certain temporal conditions have been met. In other words, the game control unit 212 may change a specific type of game that is currently unplayable from an unplayable state to a playable state based on the fact that other types of games have been cleared and certain temporal conditions have been met.
[0096] Specifically, the game control unit 212 may change a part that is set to be unplayable from an unplayable state to a playable state based on the arrival of a predetermined timing that is periodically determined after the previous part has been set to a clear state. For example, the game control unit 212 may determine at a specific time each day whether the previous part of a part that is set to be unplayable has been set to a clear state, and if it has been set to a clear state, it may change the part from an unplayable state to a playable state.
[0097] Alternatively, the game control unit 212 may change a part that is set to be unplayable from an unplayable state to a playable state based on the fact that a predetermined period of time has elapsed since the previous part was set to a clear state. For example, the game control unit 212 may determine whether a predetermined period of time (e.g., 1 day) has elapsed since the previous part was set to a clear state for a part that is set to be unplayable, and if the predetermined period of time has elapsed, it may change the state from unplayable to playable.
[0098] Here, an example of the processing according to this embodiment will be explained with reference to the flowchart. First, an example of the processing related to controlling whether each part (in other words, various games) can be played will be explained with reference to the flowchart shown in Figure 6.
[0099] First, when the user clears a specific part, the game control unit 212 sets the cleared part to a cleared state (step S101).
[0100] Next, the game control unit 212 determines whether or not the scheduled time has arrived (step S102). The scheduled time is a specific time within the day, and in this embodiment only one is defined, but multiple times may be defined.
[0101] If it is determined that the scheduled time has arrived (YES in step S102), the game control unit 212 changes the state of the part following the cleared part from unplayable to playable (step S103). However, until it is determined that the scheduled time has arrived (NO in step S102), the process in step S103 is not executed. As a result, every day at the scheduled time, the state of the part following the cleared part changes from unplayable to playable.
[0102] Next, we will explain other examples of processes related to controlling whether each part (in other words, each game) can be played, referring to the flowchart shown in Figure 7.
[0103] First, when the user clears a specific part, the game control unit 212 starts timing the period since that specific part was cleared (step S111).
[0104] Next, the game control unit 212 determines whether a predetermined period (for example, 1 day) has elapsed since the specific part was cleared (step S112).
[0105] If it is determined that a predetermined period has elapsed (YES in step S112), the game control unit 212 changes the next part following the specific part from an unplayable state to a playable state (step S113). However, until it is determined that a predetermined period has elapsed (NO in step S112), the process in step S113 is not executed.
[0106] Thus, in this embodiment, the game control unit 212 controls the game to enable the play of multiple types of games with different gameplay characteristics within a single game title, while also limiting the number of parts that can be played in a day. Furthermore, each part is played by one of the multiple types of games. In other words, by limiting the number of parts that can be played in a day, the game control unit 212 changes which of the multiple types of games can be played on a daily basis.
[0107] The method for starting each part (in other words, each game) is not particularly limited, but for example, it can be done as follows. For example, as shown in Figure 8, the display control unit 114 may display a play start button 315 on a predetermined screen as a UI that accepts operations related to starting each part (in other words, starting the story mode). The game control unit 212 may also start playing each part based on the operation of the play start button 315. Here, the play start button 315 may also function as a UI that accepts operations to start playing from where the previous play was left off in the story mode. For example, when the play start button 315 is operated, the game control unit 212 may start playing from the part following the part that the user has already cleared (in other words, the last part that was cleared). In other words, when the play start button 315 is operated, the game control unit 212 may automatically start playing one of the types of games that are available to play on that day from among multiple types of games (in other words, without requiring the user to select the type of game). In other words, for example, if the user has cleared up to the second part and the play start button 315 is pressed, the third part (in other words, the type of game corresponding to the third part) will start playing, and if the user has cleared up to the fifth part and the play start button 315 is pressed, the sixth part (in other words, the type of game corresponding to the sixth part) will start playing. In this case, the control unit 110 may disable the operation of the play start button 315 if the timing conditions for the part following the part that the user has cleared (in other words, the last part cleared) have not yet been met and the part is not yet playable.
[0108] Furthermore, parts that have already been played (in other words, completed) may be playable without restrictions (specifically, without time restrictions, etc.). In other words, the game control unit 212 may be able to start playing a part selected by the user from among multiple parts that are set to be playable. Also, for at least one of the parts that are not yet completed or have been completed, the user may need to consume a predetermined amount of value in order to play them.
[0109] Furthermore, the first to fourth games are not limited to the games described above. Also, the first to fourth games are not limited to games that follow a single story. In other words, the first to fourth games may each be games related to different stories, or they may not have a story at all.
[0110] In this embodiment, each part is associated with a game type on a one-to-one basis, and the type of game used to progress through each part is predetermined. However, the user may be able to select which type of game to use for one or more parts (for example, all of them). For example, the game control unit 212 may, at the start of play for a particular part, allow the user to select which type of game to use to progress through that part, and then proceed with the selected type of game for that part. The game control unit 212 may also change the types of games available to the user on a daily basis (in other words, on a period of time). Furthermore, the game control unit 212 may change the types of games available to the user periodically (for example, every day).
[0111] Furthermore, the game control unit 212 may change the type of game used to advance a particular part of a game on a daily basis (in other words, on a period of time). The game control unit 212 may also change the type of game used to advance a particular part of a game periodically (for example, every day). Specifically, for example, the game control unit 212 may change the type of game used to advance a particular part of a game on a daily basis, such as using the first game to advance the part if played today, and the second game to advance the part if played tomorrow.
[0112] (Relaxation of restrictions) The game control unit 212 may make playable any game that was unavailable on a given day, based on the user meeting certain conditions (hereinafter referred to as "enabling conditions"). For example, the game control unit 212 may make playable any part of a game that is currently unavailable, even though the previous part has been cleared, if the game is not playable due to reasons such as not meeting the timing conditions, based on the fulfillment of the enabling conditions. The game control unit 212 may also make playable any part of a game that is currently unavailable, even if the previous part has been set to playable, based on the fulfillment of the enabling conditions.
[0113] Here, the enabling conditions may be met, for example, by the user making a payment or using a specific item (in other words, consuming owned assets), exceeding a predetermined distance traveled, exceeding a predetermined score (in other words, performance) in the game, exceeding a predetermined rank (including character level, etc.) in the game, or by the user watching a predetermined advertisement. In other words, a user may be able to play multiple parts (in other words, more than the predetermined number of parts) in a day by making a payment, achieving predetermined goals defined in the game, or watching advertisements.
[0114] Furthermore, it is not necessary for each part to be set to a playable state one at a time (in other words, a fixed number), and it may be possible to stock multiple parts that are in an incomplete state but are playable. For example, a user may not immediately play a particular part that has changed from an unplayable state to a playable state due to the previous part being set to a clear state and certain time conditions being met. In such a case, the game control unit 212 may change the next part from an unplayable state to a playable state when the user logs in or has logged in (in other words, when a predetermined screen is opened) after a predetermined period has elapsed since the particular part changed to a playable state (for example, after the scheduled time has come again or after a predetermined period (for example, 1 day) has been measured). The game control unit 212 may then stock multiple parts that are in an incomplete state but are playable by repeating this process multiple times. In such a case, there may be a limit on the number of parts that can be stocked. For example, the number of stockable parts may be set to 5 or less, or 3 or less. Furthermore, the game control unit 212 may be capable of starting gameplay of the part selected by the user based on the user's operation to select which of the multiple stocked parts to play.
[0115] Alternatively, a stocked part may change from a playable state to a specific state (hereinafter referred to as the "stocked state") that changes to a playable state only when the previous part is set to a clear state. That is, the game control unit 212 may change the next part of a specific part from a playable state to a stocked state when a user logs in or has logged in (in other words, when a specific screen is opened) after a predetermined period has elapsed since the previous part changed to a playable state (for example, after the scheduled time has arrived again or after the predetermined period (for example, 1 day) has been set). Furthermore, the game control unit 212 may change a part set to a stocked state from a stocked state to a playable state immediately (in other words, without waiting for the scheduled time to arrive or the predetermined period to elapse) when the previous part is set to a clear state. Here, the stocked state can also be described as a state in the playable state where the temporal conditions have been removed. In other words, the game control unit 212 does not initiate play based on a predetermined operation by the user for parts that are set to a stock state, but changes the stock state to a playable state when the previous part is set to a clear state. With this configuration, while controlling each part to be played in the order that follows the story, it is possible to stock multiple parts when the user is busy and does not have time to play the game, and play them all at once when there is time.
[0116] The status of each part, such as playable, unplayable, cleared, not cleared, or stocked (in other words, information indicating the status), is stored in a designated memory unit (for example, memory unit 220 or memory unit 120).
[0117] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. The configuration of this embodiment may be applied to a game that utilizes information about the user's location in real space. The configuration of this embodiment may also be applied to a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that links virtual space and real space. Furthermore, the configuration of this embodiment may also be applied to a game other than a game that utilizes information about the user's location in real space. Furthermore, the configuration of this embodiment may also be applied to a service other than a game (in other words, an application).
[0118] Within the scope of this invention, the components of this invention can be freely combined, any component can be modified, any component can be substituted, any component can be omitted, or other components can be added. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0119] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a service. The matters described in the above embodiments may also be described as follows.
[0120] (Note 1) Computers, In a single game software, it functions as a control means (for example, a game control unit 212) that controls the playability of multiple types of games with different gameplay characteristics. The control means changes the playable games among the multiple types of games on a daily basis. The aforementioned multiple types of games include a first game that utilizes location information indicating the real-world location of the user playing the game. program. With this configuration, the control means changes the playable games from among multiple types of games on a daily basis, and these multiple types of games include a first game that utilizes the user's location information. This allows for a variety of gaming experiences to be provided to the user by changing the types of playable games on a daily basis. Furthermore, by including a game that utilizes location information among the multiple types of games, it becomes possible to set aside days that encourage movement in the real world, further diversifying the user's gaming experience. Therefore, the appeal of the service can be improved.
[0121] (Note 2) The aforementioned multiple types of games include a second game that does not utilize the location information. The program described in Appendix 1. With this configuration, the various types of games will include both location-based and location-independent games. Location-based games may require users to go outside, which could sometimes be burdensome for them. However, in this embodiment, since the various types of games include games that do not utilize location, it is possible to create days when users do not need to go outside, making it easier for users to enjoy the games over a long period of time.
[0122] (Note 3) The aforementioned multiple types of games include a second game that utilizes the location information and has different gameplay from the first game. The program described in Appendix 1. This configuration allows for multiple types of location-based games, preventing monotony in gameplay while out and about.
[0123] (Note 4) The control means makes playable any game that was unavailable for play on a given day among the multiple types of games, based on the user meeting predetermined conditions. The program described in one of the following appendices 1-3. This configuration makes it possible to give users a way to remove the restrictions.
[0124] (Note 5) Each of the aforementioned multiple types of games relates to a different part of a single story, and by playing these multiple types of games sequentially, it is possible to follow the single story. The program described in one of the following appendices 1-3. This configuration allows users to enjoy multiple types of games while following a single storyline, thereby enhancing the service's appeal.
[0125] (Note 6) A single game software includes control means (for example, a game control unit 212) that controls the playability of multiple types of games with different gameplay characteristics. The control means changes the playable games among the multiple types of games on a daily basis. The aforementioned multiple types of games include a first game that utilizes location information indicating the real-world location of the user playing the game. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved.
[0126] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of symbols]
[0127] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 220 Storage unit
Claims
1. Computers, It functions as a control mechanism that enables the play of multiple types of games with different gameplay styles within a single game software. The control means changes the playable games among the multiple types of games on a daily basis. The aforementioned multiple types of games include a first game that utilizes location information indicating the real-world location of the user playing the game. program.
2. The aforementioned multiple types of games include a second game that does not utilize the location information. The program according to claim 1.
3. The aforementioned multiple types of games include a second game that utilizes the location information and has different gameplay from the first game. The program according to claim 1.
4. The control means makes playable any game that was unavailable for play on a given day among the multiple types of games, based on the user meeting predetermined conditions. The program according to any one of claims 1 to 3.
5. Each of the aforementioned multiple types of games relates to a different part of a single story, and by playing these multiple types of games sequentially, it is possible to follow the single story. The program according to any one of claims 1 to 3.
6. A single game software includes control means that enables the play of multiple types of games with different gameplay characteristics. The control means changes the playable games among the multiple types of games on a daily basis. The aforementioned multiple types of games include a first game that utilizes location information indicating the real-world location of the user playing the game. Information processing system.