Program, information processing method, and information processing system

The system adjusts game presentation to encourage breaks by reducing resolution, frame rate, and sound quality, ensuring continued playability and player comfort during extended sessions.

JP2026136464APending Publication Date: 2026-08-26CAPCOM CO LTD
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Patent Information

Application Number
JP2025021983
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-14
Publication Date
2026-08-26

AI Technical Summary

Technical Problem

Existing gaming systems lack effective mechanisms to encourage players to take appropriate breaks during prolonged gameplay sessions, potentially leading to fatigue and reduced enjoyment.

Method used

An information processing system that adjusts game presentation based on playtime, including reducing resolution, frame rate, sound quality, and other visual and audio effects to encourage breaks, while ensuring the game remains playable.

Benefits of technology

Facilitates regular breaks during gameplay, enhancing player comfort and maintaining game enjoyment by making it difficult to continue playing excessively without taking breaks.

✦ Generated by Eureka AI based on patent content.

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Abstract

The goal is to provide a gaming environment that allows players to enjoy the game while also taking appropriate breaks. [Solution] The game processing execution means 60 executes various processes related to the game. The input operation receiving means 62 receives input operations related to the game from the player. The reference time setting means 64 sets a reference time that allows the game to be played normally without breaks, based on the player's input operations. The first modification means 80 changes the game's presentation if the player's game play time exceeds the reference time. The second modification means 82 changes the game's presentation again and then returns it to its original state if the player takes a break.
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Description

Technical Field

[0005] , , , , , , ,

[0006]

[0001] The present disclosure relates to a program, an information processing method, and an information processing system.

Background Art

[0002] Conventionally, when playing a game using an electronic device such as a television for a long time, it is important to take appropriate breaks. In this regard, for example, Patent Document 1 discloses an idea related to a television game device having a function of automatically pausing when a game is executed for a certain period of time.

Prior Art Documents

Patent Documents

[0007] Furthermore, in the first aspect, the above-described program may also function as a second modifying means to change the manner of the game's presentation if the second condition relating to the game is met after the manner of the game's presentation has been changed by the first modifying means.

[0008] Furthermore, in the first aspect, the first modification means may change the manner of presentation relating to at least one of the resolution, frame rate, and sound quality of the game.

[0009] Furthermore, in the first aspect, the second modification means may, if the time during which the game has not been played exceeds a certain period of time, consider the second condition to be met and revert the manner of presentation of the game, which was modified by the first modification means, back to its original state.

[0010] Furthermore, in the first aspect, the second modification means may change the manner of presentation of the game in accordance with the passage of time when the game is not being played.

[0011] Furthermore, in the first aspect, the time when the game is not being played may be the time when the player is not performing any input operations related to the game.

[0012] Furthermore, in the first aspect, the first modification means may degrade the presentation of at least one of the resolution, frame rate, and sound quality of the game.

[0013] Furthermore, the second aspect of this disclosure is, An information processing method executed by an information processing device related to a game, A setting step of setting a first condition relating to the play time of the game or the progress of the game, A first modification step in which the manner of presentation of the game is changed when the play time of the game or the progress of the game satisfies the first condition, Includes, The first modification step modifies the presentation of the game to the extent that the player of the game can continue playing the game. It is an information processing method.

[0014] Furthermore, the third aspect of this disclosure is, An information processing system related to games, Setting means for setting a first condition relating to the play time of the game or the progress of the game, A first modification means for changing the manner of presentation of the game when the play time of the game or the progress of the game satisfies the first condition, Equipped with, The first modification means modifies the presentation of the game to the extent that the player of the game can continue playing the game. It is an information processing system.

[0015] An information processing method and information processing system according to one aspect of this disclosure are also provided as an information processing method or information processing system corresponding to a program according to one aspect of this disclosure. [Effects of the Invention]

[0016] According to this disclosure, it is possible to provide a gaming environment that makes it easier for players to take appropriate breaks while enjoying the game. [Brief explanation of the drawing]

[0017] [Figure 1]It is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] It is a diagram showing an example of the hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] It is a diagram showing an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] It is a diagram showing an example of a game image displayed on a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 5] It is a diagram showing an example of a game image displayed on a game device that constitutes an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] It is a diagram showing an example of the flow of processing executed by a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Embodiments for Carrying Out the Invention]

[0018] [Embodiment] FIG. 1 is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present disclosure. As shown in FIG. 1, this system includes a game device 1 and a server 2. The game device 1 and the server 2 are mutually connected via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. Hereinafter, when simply referred to as "image", it includes both "moving image" and "still image".

[0019] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the progress of this game.

[0020] Server 2 is managed by the system administrator, etc. Server 2 is composed of a general-purpose PC or similar device. Server 2 communicates with game device 1, etc., and saves and manages various information necessary for the progress of this game.

[0021] Figure 2 shows an example of the hardware configuration of a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0022] As shown in Figure 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0023] The control unit 11 is composed of a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a microcomputer including semiconductor memory, etc. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0024] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0025] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0026] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0027] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0028] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0029] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0030] Here, the hardware configuration of server 2 includes the control unit 100 and communication unit 110 shown in Figure 3, which will be described later. Since the other configurations can be basically the same as the hardware configuration of game device 1, the explanation will be omitted here.

[0031] Figure 3 shows an example of the functional configuration of a game device and server constituting an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation reception means 62, a reference time setting means 64, a performance management means 66, and an output control means 68 by executing various programs.

[0032] The game processing execution means 60 of the game device 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 2 as appropriate.

[0033] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.

[0034] The reference time setting means 64 sets a first condition relating to the game's play time or the game's progress. Specifically, the reference time setting means 64 sets an upper limit (hereinafter referred to as the "reference time") on the amount of time the game can be played normally without breaks, based on the player's input. Here, the criteria for determining whether a player is taking a break may be arbitrarily decided by the system administrator, etc., but the system may, for example, determine that a player is taking a break if they have not performed any game input operations for a certain period of time or longer.

[0035] The performance management means 66 manages the manner of the game's performance based on the reference time set by the reference time setting means 64. The performance management means 66 is provided with a first modification means 80 and a second modification means 82. The first modification means 80 changes the presentation of the game to the extent that the player of the game can continue playing the game, when the play time of the game or the progress of the game satisfies the first condition. Specifically, the first modification means 80 determines whether the player's play time exceeds the reference time. If the player's play time exceeds the reference time, the first modification means 80 changes the presentation of the game. An example of a specific method by which this system changes the presentation of the game will be described later with reference to Figures 4 and 5. The second modification means 82 changes the game presentation after the first modification means 80 has changed the presentation of the game, if the second condition relating to the game is met. Specifically, the second modification means 82 determines whether the player has taken a break after the first modification means 80 has changed the presentation of the game. If the player has taken a break, the second modification means 82 changes the presentation of the game again and returns it to its original state.

[0036] The output control means 68 performs various processes to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0037] As shown in Figure 3, the control unit 100 of server 2 executes various programs, thereby enabling the game information management means 120 to function.

[0038] The game information management means 120 of server 2 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 120 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.

[0039] Figures 4 and 5 are both diagrams showing examples of game images displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure. Specifically, the example in Figure 4 is an example of a game image displayed on the game device 1, etc., under normal circumstances in a game using this system. In contrast, the example in Figure 5 is an example of a game image displayed on the game device 1, etc., when the game presentation is changed by the first modification means 80. In the example in Figure 5, the resolution of the game images (characters and background) is reduced (degraded) compared to the example in Figure 4. This system can change the presentation of a game by, for example, reducing the resolution of various objects in this way. As a result, this system provides a game environment that makes it more difficult for players who have played for a long time to continue playing, making it easier for players to take breaks on their own.

[0040] Here, it is desirable that this system changes the game's presentation to a extent that allows the game to be played, rather than to an extent that makes it impossible to continue playing (for example, to a extent that the resolution is slightly degraded so that the game content cannot be understood, or to a point where the game does not accept input commands at all). This allows the system to provide a game environment that is less likely to lose its appeal and is more likely to correct excessively long play sessions. Furthermore, this system (second modification means 82) can, for example, change the game presentation from the state shown in Figure 5 back to the state shown in Figure 4 if the player takes a break (does not perform any input operations on the game for a certain period of time) after the game presentation has been changed from the state shown in Figure 4 by the first modification means 80, thereby returning it to its original state.

[0041] Figure 6 shows an example of the processing flow performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0042] In step S1, the reference time setting means 64 sets a reference time based on the player's input operation, during which the game can be played normally without breaks.

[0043] In step S2, the first modification means 80 determines whether the player's game play time exceeds the reference time. If the player's game play time does not exceed the standard time, the first modification means 80 determines that step S2 is NO, and the process returns to immediately before step S2. In response to this, if the player's game play time exceeds the standard time, the first modification means 80 determines step S2 as YES, and the process proceeds to step S3.

[0044] In step S3, the first modification means 80 changes the game presentation if the player's game play time exceeds the reference time.

[0045] In step S4, the second modification means 82 determines whether the player took a break after the manner of the game's presentation was changed by the first modification means 80. If the player is not taking a break, the second modification means 82 determines that step S4 is NO, and the process returns to immediately before step S4. In response to this, if the player takes a break, the second modification means 82 determines that step S4 is YES, and the process proceeds to step S5.

[0046] In step S5, the second modification means 82 changes the game presentation again if the player takes a break, and then returns it to its original state. This completes the various processes performed by the game device 1.

[0047] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0048] [Other embodiments] Furthermore, although the above-described embodiment explained that the system changes the presentation style only once when the game play time exceeds the standard time, it is not limited to this. The system may change the presentation style multiple times after the game play time exceeds the standard time. For example, the system may change the presentation style in stages, such as changing the resolution of the game images by about 20% when the standard time exceeds 30 minutes, changing the resolution of the game images by about 50% when the standard time exceeds 1 hour, and changing the resolution of the game images by about 80% when the standard time exceeds 2 hours.

[0049] Furthermore, although the above-described embodiment explained that the system changes (returns to the original) the presentation only once when the player takes a break, it is not limited to this. The system may change the presentation once or multiple times depending on the length of the player's break. For example, the system may change the presentation in stages depending on the length of the break, such as restoring the resolution of the game image to about 30% when the break is 10 minutes, and restoring the resolution of the game image to 100% when the break is 1 hour.

[0050] Furthermore, in the embodiments described above, the system was explained as a method for changing the manner of game presentation by reducing the resolution of the game images, but it is not limited to this. The system may also change the manner of game presentation by methods such as shifting the focus of the virtual camera, applying a filter to the game images, or adding mosaic processing. Furthermore, this system may, for example, make it difficult to see the entire game image by shifting the focus of the virtual camera. Alternatively, this system may change the presentation by, for example, deliberately focusing the virtual camera's focus on a character and enlarging the character's display, thereby making it difficult to see the surrounding environment. Furthermore, this system may change the manner of presentation by, for example, moving the virtual camera's position to zoom in on the character, thereby making it difficult to see the surrounding environment. Furthermore, this system may change the presentation of the game, for example, by changing the frame rate of the game images. For example, this system can lower the frame rate of the game images if the game play time exceeds a certain limit. However, it should be noted that a decrease in frame rate may generally result in a lower resolution or choppy movement on the game screen displayed to the player, making it difficult to play the game. Furthermore, this system may change the presentation of the game, for example, by lowering or increasing the brightness of the game images. Generally, lower brightness of game images makes the entire game image appear darker, while higher brightness makes the screen appear brighter. In either case, if the brightness is extremely low or extremely high, the game image itself may become difficult to see, making it difficult to play the game.

[0051] Furthermore, although not explained in the above embodiment, when changing the resolution or frame rate of a game image, this system may, for example, change the resolution or frame rate values ​​set for various games, or it may directly change the settings of various displays or televisions.

[0052] Furthermore, this system may also change the manner of game presentation in the following ways. This system may, for example, change the way a game is presented by gradually adding effects such as fog or mist to the virtual space of the game. Furthermore, this system may change the way the game is presented, for example, by gradually making the ground in the virtual space transparent. Furthermore, this system may change the manner of game effects by, for example, changing only a part of the game image and then gradually expanding the scope to the entire game image, rather than uniformly changing the various types of effects described above (for example, changing the resolution or changing the frame rate) across the entire game image. Furthermore, this system may change the manner of game presentation by, for example, altering the color tone contained in the game images. This system may, for example, gradually change the color tone of the game images to a monotonous one (for example, becoming monochrome and gradually turning completely black).

[0053] Furthermore, this system may also change the manner of game presentation in the following ways. This system may, for example, alter the presentation of a game by reducing the sound quality of the game's audio and sound (e.g., background music, sound effects, character voices, etc.) rather than the game's visuals. In this case, the system may, for example, change the number of multi-channel audio ports or the audio bit depth, rather than simply reducing the sound quality. Furthermore, this system may also change the game's presentation by altering the content and pitch of the voices played, for example, by changing the voice of a dignified, elderly character who normally speaks in a low voice to a high-pitched voice, or suddenly speaking quickly. Since such changes often do not fit the game's worldview, it is thought that this may give players a reason to take breaks on their own. Furthermore, this system may change the presentation of the game, for example, by changing the language of the audio being played. In this case, for example, if the game is played in Japan, the system may change the language of the audio in stages, such as Japanese (understandable) ⇒ English (familiar and somewhat understandable) ⇒ Urdu (unfamiliar and not understandable), depending on the language and the country in which the game is played. Furthermore, this system may change the manner of the game's presentation, for example, by changing the background music (BGM) being played. This system may also change the manner of the game's presentation, for example, by changing the BGM played during serious game situations to comical BGM when a certain amount of time has elapsed, thereby encouraging the player to take a break voluntarily.

[0054] Furthermore, this system may also change the manner of game presentation in the following ways. This system may change the manner of game presentation, for example, by changing the appearance of the game characters. This system may also change the manner of game presentation by methods such as changing a character that is normally eight heads tall to a character that is two heads tall, or making only the character's head extremely large. Furthermore, this system may also change the way the game is presented by, for example, changing the scale (aspect ratio, left-right ratio, etc.) of the game's characters. Furthermore, if a so-called character creation function (a function that allows users to create their own preferred character) is implemented, this system may change the manner of the game's presentation by, for example, modifying the appearance of the character created by the player. Furthermore, this system may also be used to alter the game's presentation by adding negative elements for the player, such as a character (NPC, etc.) saying "Why don't you take a break?" to the player.

[0055] Furthermore, this system may also change the manner of game presentation in the following ways. This system may change the presentation of a game by, for example, changing the type of game images when the types of game images are different, such as 2D game images and 3D game images (for example, displaying 3D game images in a 2D game, or conversely, displaying 2D game images in a 3D game). Furthermore, this system may change the way the game is presented, for example, by changing the appearance of the characters to simple objects (such as pieces or dots).

[0056] Furthermore, this system may also change the manner of game presentation in the following ways. This system can, for example, change the way a game is presented by increasing the resolution of its game images if the game's nature inherently results in a low resolution (e.g., pixels, dots, blocks, etc.). This system is not limited to simply lowering the resolution of the game images; it can also significantly alter the way a game is presented as originally intended, making it more difficult for the player to play and potentially prompting them to take breaks.

[0057] Furthermore, although not explained in the above embodiment, the system may also include a function to shorten the time and number of times required to change the game's presentation if the player uses a predetermined device (e.g., a massage machine) during a break. In this case, the system may also include a function to check whether the predetermined device is being used or attached correctly.

[0058] Furthermore, while the above-described embodiment explained that the system changes the game's presentation when the player's game playtime exceeds a standard time, it is not limited to this. The system may also change the game's presentation when certain conditions are met that suggest the player has played the game for a long time, such as when the player completes 10 in-game quests in a row or clears predetermined in-game events in a row.

[0059] Furthermore, although not explained in the above embodiment, if the game play time exceeds a standard time, the system may display a warning such as "Playing for a long time may cause the screen to deteriorate," and then change the game's presentation.

[0060] Furthermore, although not explained in the embodiments described above, if the player is playing games that may have further health effects, such as playing late at night, the system may, for example, shorten the standard time or increase the degree to which the game's presentation is altered.

[0061] Furthermore, although not explained in the embodiments described above, this system may change the presentation of the game to match the performance standards of past game hardware. For example, when reducing the resolution of the game image, this system may reduce the resolution of the game image to the same level as the standard resolution of a past hardware called XX. In this case, this system may display text such as, "The image quality is comparable to that of a past hardware called XX" on the game image.

[0062] Furthermore, although not explained in the above embodiment, this system may also set, for example, changes in the presentation process or whether or not a break is taken as one of the conditions for unlocking a predetermined game function, based on the game's play history. This system may, for example, unlock some game features based on the player's gameplay history. For instance, if it determines that a player has refrained from playing for long periods and taken breaks during the past month, it may change the extent to which the game's presentation can be altered. This could include features such as increasing the resolution reduction, extending the upper limit of the standard play time, or increasing the degree of resolution reduction at all times. By unlocking some game features based on play history in this way, even players who refrain from playing for long periods can enjoy elements such as the unique presentation changes offered by this system. Furthermore, this system may include a function that allows it to create guidelines regarding game play time and breaks, such as how many hours to play before taking a break, and display these guidelines as part of the game image. In this case, the system may also unlock achievements and provide rewards, or unlock some game features (for example, increasing the resolution reduction or extending the upper limit of the standard play time) when the player is playing the game in accordance with the guidelines.

[0063] Furthermore, although not explained in the above embodiment, the method and criteria by which this system counts a player's game play time are arbitrary, but can be done, for example, in the following way. This system may, for example, start counting from the moment the hardware used to play the game (e.g., game device 1) is powered on, and count the time the game is played. Furthermore, this system may, for example, start counting from the moment the game application is launched and count the game's play time.

[0064] Furthermore, in the embodiments described above, the system was explained as changing the manner of game presentation within the scope that allows the game to continue playing. However, it is preferable that the system does not make changes to the manner of presentation, for example, as follows: This system should, for example, avoid making any changes to the virtual space configuration that would make it practically difficult for characters to move or for the game to be completed, such as physically separating the virtual space in which a character resides from other virtual spaces. Furthermore, this system does not require any changes to the presentation of events specific to game combat. This is because changing the presentation of events specific to combat is highly likely to make game progression and completion more difficult. In particular, it is desirable that this system does not make any changes to game processing that would have a significant impact on combat with enemies, such as lowering various character parameters (e.g., level, acquired skills, stats). This allows the system to change the game's presentation only within the limits of what is possible to continue playing the game, thereby providing an environment where players can play the game while taking sufficient breaks without diminishing the enjoyment of the game.

[0065] Furthermore, although the above-described embodiment explained that the system takes a break when there is no input from the player for a certain period of time, it is not limited to this. The method and criteria for determining whether the player is taking a break are at the discretion of the system administrator or other relevant parties.

[0066] Furthermore, although not explained in the above embodiment, the method and criteria for this system to count the player's rest time are arbitrary, but for example, they can be done in the following way. This system may, for example, calculate the player's break time based on time information acquired by the game hardware when the game application is closed and the game hardware is powered on during a break. Furthermore, if a break is taken while the game hardware is powered off, this system may calculate the player's break time based on time information recorded in various networks, or it may obtain information on the time when the various power sources were turned off and calculate the player's break time based on that information.

[0067] Furthermore, although not described in the above embodiment, this system may also have the following additional functions. If a game includes a function to record the time taken to complete the game, this system may include a feature that prevents the recording of the completion time from being considered official unless sufficient breaks are taken. Specifically, for example, this system may prevent the uploading of official records that do not include breaks to the internet, and thus prevent them from being included in rankings. In this case, this system may also display a message on the game screen such as, "This record cannot be used as an official record because excessive play has been detected."

[0068] Furthermore, although not described in the embodiments described above, this game may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0069] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0070] Furthermore, although the above-described embodiment assumed that the game is intended for single-player gameplay, it is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, not just a solo game.

[0071] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0072] Specifically, for example, this system may consist of multiple game devices 1 connected by a method such as P2P (Peer to Peer), and various processes executed on the server 2 of the above embodiment may be performed by other game devices 1. In other words, the server 2 is not an essential component of this system and is not limited to it.

[0073] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0074] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0075] Furthermore, the computer may be one that is built into dedicated hardware. Alternatively, the computer may be one that can perform various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0076] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0077] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0078] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0079] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0080] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. The information processing device used in games Setting means (for example, reference time setting means 64) for setting a first condition regarding the play time of the game or the progress of the game, A first modification means (for example, a first modification means 80) that changes the manner of the game's presentation when the play time of the game or the progress of the game satisfies the first condition, To make it function as, The first modification means modifies the presentation of the game to the extent that the player of the game can continue playing the game. A program would suffice.

[0081] In other words, for example, the reference time setting means 64 functions as a setting means. For example, the first modification means 80 functions as the first modification means. For example, the second modification means 82 functions as a second modification means.

[0082] This allows players to take sufficient breaks while playing the game without diminishing the enjoyment of the game. [Explanation of Symbols]

[0083] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 Reference time setting means 66 Performance management means 80 First modification means 82. Second modification means 68 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods

Claims

1. The information processing device used in games Setting means for setting a first condition relating to the play time of the game or the progress of the game, A first modification means for changing the manner of presentation of the game when the play time of the game or the progress of the game satisfies the first condition, To make it function as, The first modification means modifies the presentation of the game to the extent that the player of the game can continue playing the game. program.

2. After the manner of the game's presentation has been changed by the first modification means, if the second condition relating to the game is met, the second modification means is further configured to change the manner of the game's presentation. The program according to claim 1.

3. The first modification means changes the manner of presentation relating to at least one of the resolution, frame rate, and sound quality of the game. The program according to claim 1.

4. The second modification means, when the time during which the game has not been played exceeds a certain period of time, determines that the second condition has been met and restores the game's presentation, which was modified by the first modification means, to its original state. The program according to claim 2.

5. The second modification means changes the manner of the game's presentation in accordance with the passage of time during which the game is not being played. The program according to claim 4.

6. The time when the game is not being played is the time when the player is not performing any input operations related to the game. The program according to claim 4 or 5.

7. The first modification means degrades the presentation of at least one of the resolution, frame rate, and sound quality of the game. The program according to claim 3.

8. An information processing method executed by an information processing device related to a game, A setting step of setting a first condition relating to the play time of the game or the progress of the game, A first modification step in which the manner of presentation of the game is changed when the play time of the game or the progress of the game satisfies the first condition, Includes, The first modification step modifies the presentation of the game to the extent that the player of the game can continue playing the game. Information processing methods.

9. An information processing system related to games, Setting means for setting a first condition relating to the play time of the game or the progress of the game, A first modification means for changing the manner of presentation of the game when the play time of the game or the progress of the game satisfies the first condition, Equipped with, The first modification means modifies the presentation of the game to the extent that the player of the game can continue playing the game. Information processing system.

Citation Information

Patent Citations

  • Video game system

    JP1995299248A