Information processing system, game program, information processing device, and game processing method

The information processing system enhances user engagement in competitive games by offering diverse gameplay options with distinct scoring and execution limitations, addressing the lack of diversity in play styles and maintaining game interest.

JP7619543B2Active Publication Date: 2025-01-22NINTENDO CO LTD +1
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Patent Information

Application Number
JP2020110621
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-06-26
Publication Date
2025-01-22
Estimated Expiration
2040-06-26

AI Technical Summary

Technical Problem

Existing games that involve user competition lack diversity in play styles, leading to reduced interest and participation from users with different play preferences.

Method used

An information processing system that includes a game selection mechanism allowing users to choose between interpersonal and non-human games, with distinct scoring mechanisms and restrictions to encourage varied play styles, such as limiting game execution based on energy values and setting different difficulty levels.

Benefits of technology

The system accommodates users with diverse play styles by motivating participation through varied gameplay experiences, reducing the likelihood of users abandoning one type of game in favor of another, and maintaining overall game interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To cause a game in which a match is played with another user to cope with users of more diversified play styles.SOLUTION: An information processing system executes predetermined processing by using a value of each score of a plurality of users updated on the basis of a game result. When a first game is selected of games, the first game is executed in which a game result is determined on the basis of a game operation of a first user in the first game and an opponent based on data on a second user different from the first user. When a second game is selected of the games, the second game is executed in which a game result is determined without depending on the game operation of the first user in the second game. The information processing system updates a score of the first user and a score of the second user on the basis of the result of the first game. The information processing system also updates at least the score of the first user on the basis of the result of the second game.SELECTED DRAWING: Figure 9
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Description

[Technical field]

[0001] The present invention relates to an information processing system for executing a game, a game program, an information processing device, and a game processing method. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are games in which users compete against other users to earn scores and see who can get the highest score (see, for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] “Take Part in Raids to IncreaseYour AR Tier!”, [online], Nintendo Co., Ltd., [Retrieved June 22, 2020], Internet<https: / / guide.fire-emblem-heroes.com / en-GB / eve004 / > Summary of the Invention [Problem to be solved by the invention]

[0004] In games such as those described above in which players compete against other users, the interest of the game increases as an increase in the number of users participating in the game, so it is preferable to be able to accommodate users with a variety of playing styles.

[0005] Therefore, an object of the present invention is to provide an information processing system, a game program, an information processing device, and a game processing method that can accommodate users with a wider variety of play styles in a game in which a player competes against other users. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (10).

[0007] (1) One example of the present invention is an information processing system that executes a predetermined process using values ​​of scores of multiple users that are updated based on a result of a game. The information processing system includes a game selection means, a first game execution means, a second game execution means, a first update means, and a second update means. The game selection means selects one of the first game and the second game based on a selection operation of the first user. When the first game is selected, the first game execution means executes a first game in which the result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user. When the second game is selected, the second game execution means executes a second game in which the result of the game is determined regardless of a game operation of the first user in the second game. The first update means updates the score of the first user and the score of the second user based on the result of the first game. The second update means updates at least the score of the first user based on the result of the second game.

[0008] According to the above configuration (1), for example, even users with a play style that does not involve playing the first game can be motivated to participate in the game, and it is possible to accommodate users with a variety of play styles.

[0009] (2) The second update means may update the first user's score based on a calculation method in which, when a certain game result is obtained in the second game, the increase in score is smaller than the increase in score that would occur if the same game result were obtained in the first game.

[0010] According to the above configuration (2), it is possible to reduce the possibility that the user will lose motivation to play the first game and end up only playing the second game.

[0011] (3) The information processing system may further include subtraction means for subtracting a predetermined parameter in response to execution of the first game or the second game. The first game execution means may limit execution of the first game when the predetermined parameter falls below a first value. The second game execution means may limit execution of the second game when the predetermined parameter falls below a second value that is the same as or different from the first value.

[0012] According to the above configuration (3), the user can increase his / her score within a limited number of tries, which improves the strategic nature of the game for gaining a score and increases the entertainment value of the game.

[0013] (4) The second game executing means may limit the number of times the second game can be executed within a predetermined period, regardless of the value of the predetermined parameter.

[0014] According to the above configuration (4), the number of times that the user plays the second game within a predetermined period of time can be limited, thereby reducing the possibility that the user will only play the second game.

[0015] (5) The second game executing means may start the second game in response to the selection of the second game. The second update means may update the score of the first user based on a game result determined after a predetermined time has elapsed since the start of the second game. The second game executing means may restrict the next execution of the second game until at least the predetermined time has elapsed since the start of the second game.

[0016] According to the above feature (5), it is possible to restrict the user from repeatedly playing the second game within the predetermined time period, thereby reducing the possibility that the user will only play the second game.

[0017] (6) The first game executing means may execute the first game in response to the selection of the first game even before a predetermined time has elapsed since the start of the second game.

[0018] According to the above configuration (6), the user can easily start both the first game and the second game at any time.

[0019] (7) The first game executing means may start the first game in response to the selection of the first game, accept a game operation of the first user following the start, and end the first game in response to a game result being determined based on the game operation of the first user. The second game executing means may end the second game in response to a game result being determined after a predetermined time has elapsed since the start of the second game. The information processing system may further include a reward granting means. The reward granting means grants a reward to the first user in response to the end of the first game or the start of the second game under a predetermined condition.

[0020] According to the above configuration (7), a user who starts the second game can earn a reward without waiting for the game to end after a predetermined time has elapsed since the start, thereby improving user convenience.

[0021] (8) The second game executing means may present a game result to the first user in response to a predetermined operation being performed by the first user after a predetermined time has elapsed since the start of the second game.

[0022] According to the above configuration (8), the user can check the game result of the second game at a time of his / her choice, thereby improving user convenience.

[0023] (9) The first game and the second game may have at least a part of the game rules in common.

[0024] According to the above configuration (9), it is possible to provide a sense of unity between the two types of games, the first game and the second game, and it is possible to reduce the possibility that the user will feel uncomfortable.

[0025] (10) The second game executing means may be capable of executing the second game using game content that can be used in the first game.

[0026] According to the above configuration (10), a user who has been playing one of the first game and the second game can start the other game without having to prepare new game content, thereby providing the user with an incentive to play both the first game and the second game.

[0027] Another example of the present invention may be an information processing device (for example, a terminal device or a server) including all or part of the means in (1) to (10) above. Also, another example of the present invention may be an information processing program (specifically, a game program) that causes a computer to function as all or part of the means in (1) to (10) above. Also, another example of the present invention may be an information processing method (specifically, a game processing method) executed in the information processing system in (1) to (10) above. Effect of the Invention

[0028] According to the above-described information processing system, game program, information processing device, and game processing method, a game in which a player competes against other users can be made accommodating to users with a wider variety of play styles. [Brief description of the drawings]

[0029] [Figure 1] FIG. 1 is a block diagram showing an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] A block diagram showing an example of a server configuration. [Diagram 3] FIG. 1 is a block diagram showing an example of a configuration of a terminal device. [Figure 4] FIG. 13 is a diagram showing an example of a selection image for selecting between an interpersonal game and a non-interpersonal game. [Diagram 5] FIG. 13 is a diagram showing an example of a game image of a competitive game; [Figure 6] A diagram showing an example of the flow of a non-player game. [Figure 7] FIG. 13 is a diagram showing an example of changes in the interpersonal game button and the non-interpersonal game button in the selection image. [Figure 8] FIG. 1 is a diagram showing an example of a preparation image. [Figure 9] FIG. 13 is a diagram showing an example of a flow in which an interpersonal game and a non-interpersonal game are played in a score acquisition mode. [Figure 10] FIG. 1 is a diagram showing an example of various data used for information processing in an information processing system; [Figure 11] 1 is a flowchart showing an example of a flow of a terminal process executed by a terminal device. [Figure 12] 1 is a flowchart showing an example of a flow of a terminal process executed by a terminal device. [Figure 13] 12 is a sub-flowchart showing an example of a detailed flow of the start-up process of step S11 shown in FIG. 11. [Figure 14] A flowchart showing an example of the flow of a server process executed by the server. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0030] [1. Information processing system configuration] An information processing system, an information processing program, and an information processing method according to this embodiment will be described below. First, the overall configuration of the information processing system according to this embodiment and the configurations of the terminal device and the server included in the information processing system will be described. FIG. 1 is a block diagram showing an example of the configuration of the information processing system in this embodiment. As shown in FIG. 1, the information processing system includes a server 1 and a terminal device 2. The server 1 and the terminal device 2 can be connected to a network 3 such as the Internet and / or a mobile communication network. The server 1 and the terminal device 2 can communicate with each other via the network 3.

[0031] The server 1 is a server for providing services related to applications (specifically, game applications) executed in the terminal device 2. In this embodiment, the server 1 is a game server for executing games in the terminal device 2, and provides an environment for executing game processing in the terminal device 2. For example, in response to a request from the terminal device 2 executing the game processing, the server 1 executes the game processing as necessary, and transmits data in response to the request to the terminal device 2 (see FIG. 1).

[0032] The terminal device 2 is an example of an information processing device owned by a user, such as a smartphone, a portable or stationary game device, a mobile phone, a tablet terminal, a personal computer, or a wearable terminal. The terminal device 2 is capable of executing a game program (in other words, a game application) for a game for which the server 1 provides a service.

[0033] (Example of Server 1 configuration) FIG. 2 is a block diagram showing an example of the configuration of the server 1. Each component of the server 1 shown in FIG. 2 is realized by one or more information processing devices. Here, in this specification, the term "server" refers to one information processing device (i.e., server device), and also refers to the whole group of server devices (i.e., server system) when the functions of the server are realized by multiple server devices. In other words, the term "server" may refer to either a server device or a server system. Note that, when a server system includes multiple information processing devices, the information processing devices may be located in the same place or in different places. Note that the hardware configuration of the server 1 in this embodiment may be the same as the hardware configuration for a conventional server.

[0034] As shown in FIG. 2, the server 1 includes a processing unit 11 and a storage unit 12. The processing unit 11 is electrically connected to each unit 12 to 15 of the server 1. The processing unit 11 has a CPU (Central Processing Unit, in other words, a processor) and a memory. In the server 1, the CPU uses the memory to execute a program stored in the storage unit 12, thereby executing various information processing. The storage unit 12 is any storage device (also called a storage medium) accessible by the processing unit 11. The storage unit 12 stores the program executed in the processing unit 11, data used in the information processing by the processing unit 11, data obtained by the information processing, and the like. In this embodiment, the storage unit 12 stores at least a program for game processing executed on the server side for game processing executed in the terminal device 2.

[0035] The server 1 includes a communication unit 13. The communication unit 13 has a function of connecting to a network 3 and communicating with other devices (e.g., the terminal device 2) via the network 3. The processing unit 11 uses the communication unit 13 to transmit information to the other devices and receive information from the other devices. The server 1 also includes an input unit 14 and a display unit 15 as input / output interfaces.

[0036] (Specific example of the configuration of terminal device 2) FIG. 3 is a block diagram showing an example of the configuration of the terminal device 2. As shown in FIG. 3, the terminal device 2 includes a processing unit 21 and a storage unit 22. The processing unit 21 is electrically connected to each unit 22 to 25 of the terminal device 2. The processing unit 21 has a CPU (in other words, a processor) and a memory. In the terminal device 2, the CPU uses the memory to execute a program (more specifically, a game program) stored in the storage unit 22, thereby executing various information processing. The storage unit 22 stores the program executed in the processing unit 21, data used in the information processing by the processing unit 21, data obtained by the information processing, and the like. The storage unit 22 may be a storage medium built into the main device of the terminal device 2 (specifically, a device in which the processing unit 21 is provided), or may be a storage medium (e.g., a card storage medium) that is removable from the main device. The above program may be stored in the main device by being downloaded from the server 1 to the terminal device 2.

[0037] The terminal device 2 includes an input unit 23. The input unit 23 outputs data based on an input made by a user to the processing unit 21. The processing unit 21 determines the content of the input made by the user based on the data from the input unit 23. The input unit 23 may be any input device that accepts an input by a user. In this embodiment, the input unit 23 includes a touch panel provided on a screen of a display unit 24 described later. Note that the input unit 23 may include a button and / or an inertial sensor (e.g., an acceleration sensor or a gyro sensor) in addition to (or instead of) the touch panel. The input unit 23 may be an input device provided in a main unit of the terminal device 2, or may be an input device (e.g., a game controller) separate from the main unit.

[0038] The terminal device 2 includes a display unit 24. The display unit 24 displays an image (e.g., a game image, etc.) generated by information processing executed in the processing unit 21 of the terminal device 2. The display unit 24 may be a display device provided in the main device of the terminal device 2, or may be a display device separate from the main device. The terminal device 2 may include a speaker, a microphone, and / or a camera, etc.

[0039] The terminal device 2 includes a communication unit 25. In this embodiment, the communication unit 25 has a function of connecting to a mobile communication network (in other words, a mobile phone communication network) and performing communication. That is, the terminal device 2 (specifically, the processing unit 21) uses the communication unit 25 (in other words, via the communication unit 25) to connect to the network 3 via the mobile communication network and communicates with other devices (e.g., the server 1, etc.). The processing unit 21 uses the communication unit 25 to transmit information to the other devices and receive information from the other devices. Note that the configuration of the communication unit for the terminal device 2 to communicate via the network 3 is arbitrary. For example, the communication unit 25 may have a function of connecting to a wireless LAN by a communication module authenticated by Wi-Fi, or may have both a function of connecting to a mobile communication network and a function of connecting to a wireless LAN.

[0040] [2. Overview of processing in information processing systems] An overview of the processing executed in the information processing system in this embodiment will be described below. In this embodiment, a user of the terminal device 2 plays a competitive game with other users in a game application, competing with other users for scores (which can also be called rates) according to the game results. The information processing system calculates a score for each user of the game application, and executes processing based on the scores. This processing is, for example, processing to rank the users according to their scores, and to give the users rewards according to their scores.

[0041] In this embodiment, the above-mentioned fighting game is a simulation game in which characters are used as units (in other words, pieces) to fight against enemy characters (also called enemy units). However, the type and genre of the fighting game is arbitrary, and it may be a puzzle game or a fighting game. Furthermore, the characters are, for example, people who appear in the game, but are not limited to people as long as they have individuality in the game setting. For example, the characters may be animals, weapons, items, etc.

[0042] In the game application of this embodiment, two types of games, an interpersonal game and a non-interpersonal game, are provided in a game mode in which a competitive game in which the above-mentioned score is calculated is played (hereinafter referred to as a "score acquisition mode"). Note that in the score acquisition mode, a game other than the interpersonal game and the non-interpersonal game may be provided. Also, the game application may include a game mode other than the score acquisition mode.

[0043] An interpersonal game is a game in which a competitive game with another user is played within the interpersonal game, and the user performs game operations (i.e., operations on a character) in the competitive game. Note that a "competitive game with another user" may be a competitive game played using game data related to the other user (e.g., game data of a character owned by the other user), or a competitive game in which the other user performs game operations. In this embodiment, a "competitive game with another user" is a game in which a character owned by the other user is used as an enemy character (a defense character, described later), and the other user does not perform any game operations, and the enemy character is operated by the information processing system.

[0044] A non-interpersonal game is a game in which a battle game is played in which a character prepared by the information processing system (i.e., a character other than a character owned by another user) is an enemy character in the non-interpersonal game, and the user does not perform game operations in the battle game. Specifically, in this embodiment, in a battle game in a non-interpersonal game, both a character owned by the user (an attacking character to be described later) and a character prepared by the information processing system (a defending character to be described later) are operated by the information processing system. In addition, the difficulty level of the non-interpersonal game is set so as to be likely to be lower than the difficulty level of the interpersonal game, as will be described in detail later.

[0045] [2-1. When starting score acquisition mode] The process at the start of the score acquisition mode will be described with reference to Fig. 4. Fig. 4 is a diagram showing an example of a selection image for selecting between an interpersonal game and a non-interpersonal game. In this embodiment, when the score acquisition mode is started, the terminal device 2 displays the selection image shown in Fig. 4 on the display unit 24.

[0046] The selection image includes a mode end button 31 for giving an instruction to end the score acquisition mode. That is, when a user inputs the mode end button 31, the information processing system ends the score acquisition mode. Note that, in this embodiment, inputs to various buttons (which may also be called images showing buttons) displayed on the display unit 24 are made, for example, by touching the buttons.

[0047] The selection images include a score image 32 and a rank image 33. The score image 32 indicates the user's current score (350 in FIG. 4). The rank image 33 indicates the user's current rank (3 in FIG. 4). In this embodiment, the information processing system determines the rank of each user based on the user's score. Specifically, the rank is determined so that the higher the score, the higher the rank. In other embodiments, a rank may not be set for a user.

[0048] The selection image includes a game period image 34. Here, in this embodiment, the information processing system sets a game period during which the game in the score acquisition mode is possible. The game period is set to, for example, one week from a predetermined start timing. The information processing system calculates the score of each user based on the game result of the competitive game played during the game period, and after the end of the game period, grants each user a reward according to the score (called a "period reward" to distinguish it from a "play reward" described later). As the period reward, the information processing system grants each user a reward according to the above rank (specifically, the higher the rank, the better the reward). The game period image 34 indicates the time until the current game period ends (3 days in FIG. 4). Note that the game period image 34 may indicate the end time of the game period. Note that when the game period ends and the next game period starts, the score of each user may be maintained at the value at the end of the previous game period, or may be reset to a predetermined value (for example, a value obtained by rounding down the score at the end of the previous game period to the nearest tenth).

[0049] The selection image includes an energy value image 35 indicating an energy value. The energy value is a game parameter used for a user to play a game against another person or a non-player game. In this embodiment, the user can play a game against another person or a non-player game in exchange for subtracting a reference consumption amount (e.g., 50) from the energy value set for the user. If the energy value set for the user is less than the reference consumption amount, the information processing system restricts the user from playing a game against another person or a non-player game. The energy value image 35 indicates the user's current energy value (200 in FIG. 4) and the maximum energy value (250 in FIG. 4).

[0050] The selection image includes a bonus target image 36. Here, in this embodiment, the information processing system sets a bonus character and a bonus facility for each game period. The bonus target image 36 indicates a bonus character and a bonus facility in the current game period. In this embodiment, by including the bonus character in the set of characters used in the above-mentioned battle game, the score that the user can obtain increases. In addition, for the bonus character, parameters indicating the ability of the character (for example, attack power and defense power) may be increased in the above-mentioned battle game. In this embodiment, by including a bonus facility in the set of facilities (facilities will be described later) used in the battle game, a game effect that is advantageous in the battle game is given. In addition, in FIG. 4, a bonus facility related to an attack facility is shown in the lower left column of the bonus target image 36, and a bonus facility related to a defense facility is shown in the lower right column of the bonus target image 36. In addition, attack facilities and defense facilities will be described later.

[0051] The selection image includes a play reward image 37 indicating the content of the play reward. In this embodiment, in addition to the period reward described above, a play reward is provided when the user plays an interpersonal game or a non-interpersonal game. Specifically, when the user plays an interpersonal game or a non-interpersonal game, the information processing system provides the user with a play reward indicated by the play reward image 37 (gems ​​in the example of FIG. 4) only once per predetermined period (for example, one day).

[0052] In Fig. 4, the selection image includes an interpersonal game button 38 for issuing an instruction to start an interpersonal game. When a user inputs to the interpersonal game button 38, the information processing system executes an interpersonal game. In this embodiment, the interpersonal game is a game in which the user performs game operations in a competitive game, so the interpersonal game button 38 shown in Fig. 4 is displayed as "Manual Game."

[0053] The selection image may include a non-player game button (see FIG. 7) related to a non-player game, instead of the above-mentioned multiplayer game button 38. Here, the selection image includes a switching button 39 (two switching buttons 39 in FIG. 4) for issuing a switching instruction to switch between the multiplayer game button and the non-player game button. When a user inputs to the switching button 39, the terminal device 2 switches the displayed multiplayer game button 38 to the non-player game button, or switches the displayed non-player game button to the multiplayer game button 38.

[0054] The selection image includes an edit button 40 for issuing an instruction to edit a game map used in a battle game. In this embodiment, characters and facilities to be placed on a game map in a battle game can be registered. When a user inputs an input to the edit button 40, the terminal device 2 displays an edit image (not shown) for editing the placement of the registered characters and facilities on the display unit 24, and accepts an editing operation by the user. In other words, the user can set the type and position of the facility to be placed on the game map, and the type and position of the character to be placed on the game map, by the above-mentioned editing operation.

[0055] The selection image includes a reward confirmation button 41 for instructing the display unit 24 to display a reward image showing the above-mentioned period reward. When the user inputs the reward confirmation button 41, the terminal device 2 causes the display unit 24 to display the above-mentioned reward image.

[0056] The selection image includes a defense result button 42 for instructing the display unit 24 to display a defense result image showing the defense result. When the user inputs the defense result button 42, the terminal device 2 displays the defense result image on the display unit 24. Here, in this embodiment, in the score acquisition mode, the user of the terminal device 2 may play a multiplayer game to play a competitive game with another user, and other users may play a multiplayer game to play a competitive game with the user of the terminal device 2. In this embodiment, the former competitive game is called an attacking side competitive game, and the latter competitive game is called a defending side competitive game. The defense result indicates the result of the defending side competitive game. In addition to showing the result of the defending side competitive game in a state where the defense result image is displayed, a replay of the defending side competitive game may be played in response to a user instruction.

[0057] The selection image includes a rank button 43 for issuing an instruction to display a rank image showing the user's rank in the score acquisition mode. When a user inputs to the defense result button 42, the terminal device 2 displays the rank image on the display unit 24. The rank image may show the rank of the user of the terminal device 2 among the users of the game application, or may show the rank of higher ranking users (e.g., users within the top 100) among the users of the game application.

[0058] [2-2. Multiplayer games] Next, the interpersonal game will be described. When the user inputs the interpersonal game button 38 while the above selection image is displayed, the interpersonal game starts.

[0059] In this embodiment, when a user input to the interpersonal game button 38 is accepted, the information processing system specifies an energy consumption multiplier and a character set based on the user's instruction before the interpersonal game starts. For example, the terminal device 2 displays a window for the user to specify the consumption multiplier and the character set, and accepts an instruction to specify the consumption multiplier and the character set.

[0060] In this embodiment, the user can set the amount of energy value consumed in the current interpersonal game to the amount obtained by multiplying the reference consumption amount by the consumption multiplier. Here, the user can specify 1x or 2x as the consumption multiplier. When the consumption multiplier is set to 2x in an interpersonal game, the score that the user can obtain in the interpersonal game will be twice as much as when the consumption multiplier is set to 1x.

[0061] As described above, the interpersonal game can be played on the condition that the energy value set by the user is equal to or greater than the reference consumption amount. Therefore, in this embodiment, if the current energy value is less than the consumption amount at the consumption rate specified by the user, the terminal device 2 does not play the interpersonal game. In this case, the terminal device 2 notifies the user that the interpersonal game cannot be played because the energy value is insufficient.

[0062] The character set is a group of characters used as friendly characters in a battle game. In this embodiment, the user can register multiple character sets (e.g., five sets) to be used in the battle game. The user designates one of the registered sets in the window.

[0063] When the consumption multiplier and the character set are specified, the information processing system starts a competitive game in the current interpersonal game. The terminal device 2 displays a game image of the competitive game on the display unit 24, and starts the competitive game.

[0064] 5 is a diagram showing an example of a game image of a competitive game. As shown in FIG. 5, the game image includes an image of a game map 50. The competitive game in this embodiment is a game in which a character of a user who has issued an instruction to start the competitive game (i.e., a user of the terminal device 2; hereinafter, sometimes referred to as an "attacking user") fights against a character of an opponent user (hereinafter, sometimes referred to as a "defensive user") on the game map 50.

[0065] In this embodiment, the characters (characters 51a to 51j shown in FIG. 5) and facilities (facilities 52a to 52f shown in FIG. 5) of each user are arranged on the game map 50. As an example, in the game map 50, unit areas (also called squares) in which characters or facilities can be arranged are set in a lattice pattern. In this embodiment, the unit areas of the game map 50 are arranged in a lattice pattern of 8 rows and 6 columns. The characters 51a to 51j arranged on the game map 50 are classified into attacking user characters (referred to as "attacking characters") 51a to 51e and defending user characters (referred to as "defensive characters") 51f to 51j. The facilities 52a to 52f arranged on the game map 50 are classified into attacking user facilities (referred to as "attacking facilities") 52a to 52c and defending user characters (referred to as "defensive facilities") 52d to 52f.

[0066] A facility is a game object that affects characters on the game map 50. For example, a facility may have a function of inflicting damage on a character located within a predetermined range based on the facility, or restoring the physical strength of the character. A facility may also have a function of improving or decreasing the ability of a character located within a predetermined range based on the facility. An attack facility may affect only attacking characters or only defending characters, and a defense facility may affect only defending characters or only attacking characters.

[0067] 5, a game map 50 includes terrain objects (e.g., a tree object 53, a mountain object 54, a lake object 55, etc.). The terrain objects may be ones that some or all types of characters cannot enter, such as the lake object 55 being inaccessible to infantry-type characters. In this embodiment, the information processing system prepares multiple types of game maps with different terrains (i.e., different arrangement patterns of terrain objects).

[0068] As shown in FIG. 5, the game map includes an attack area 56 and a defense area 57. In this embodiment, the bottom two rows of the game map 50 are the attack area 56, and the top six rows are the defense area 57. The attack area 56 is an area in which an attack character and an attack facility can be placed at the start of a fighting game. More specifically, an attack character can be placed in the area in the top row within the attack area 56, and an attack facility can be placed in the area in the bottom row within the attack area 56. The defense area 57 is an area in which a defense character and a defense facility can be placed at the start of a fighting game. More specifically, a defense facility can be placed in the defense area 57, and a defense character can be placed in the area in the top two rows within the defense area 57.

[0069] In this embodiment, the user registers in advance (for example, before a PvP game or a non-PvP game is started) the placement of attacking facilities when the user becomes the attacking user. When a PvP game is started in which the user becomes the attacking user, the attacking facilities are placed according to the registered content. Note that in the above case, the placement of the attacking character is set by the attacking user before the start of the battle game.

[0070] In addition, the user preregisters the placement of defense characters and defense facilities, and the terrain of the game map when the user becomes a defense user. When an interpersonal game in which the user becomes a defense user is started, the placement of defense characters and defense facilities, and the terrain of the game map are determined according to the registered content. Thus, in the example shown in Fig. 5, the information processing system determines the placement of attacking facilities according to the content registered by the user of the terminal device 2, who is the attacking user, and determines the placement of defense characters and defense facilities, and the terrain of the game map according to the content registered by another user who will be the opponent.

[0071] In this embodiment, when the competitive game is started, the information processing system progresses the competitive game in a turn-based manner in which the attacking user alternates between a turn in which the attacking user operates an attacking character (specifically, moving the attacking character on the game map or having the attacking character attack a defending character) and a turn in which the information processing system operates a defending character. When a predetermined end condition is met, the information processing system ends the competitive game. Note that the end condition is arbitrary, but in this embodiment, it is when a predetermined number of turns (e.g., seven turns) have passed, or when all attacking characters or all defending characters have been defeated. In this embodiment, when all defending characters have been defeated, the attacking user wins, and when a predetermined number of turns have passed or when all attacking characters have been defeated, the defending user wins.

[0072] When the battle game ends, the information processing system updates the user's score according to the game result. In this embodiment, when the attacking user wins, the information processing system increases the attacking user's score. For example, the increase in the score is determined based on the maximum increase and the number of attacking characters defeated in the battle game. Specifically, the maximum increase is determined based on the attacking characters used in the battle game, and more specifically, the maximum increase is larger when the attacking characters used in the battle game include the above-mentioned bonus character, and is larger when a specific type of attacking character is included. The increase in the score is a value obtained by subtracting a subtraction amount according to the number of defeated attacking characters from the maximum increase. Note that this subtraction amount is calculated so that the greater the number of defeated attacking characters is (for example, the value obtained by multiplying the number of defeated attacking characters by a predetermined value).

[0073] Furthermore, if the attacking user wins (i.e., if the defending user is defeated), the information processing system reduces the defending user's score. For example, the amount of score reduction is determined based on the maximum reduction amount and the number of attacking characters defeated in the battle game. Specifically, the maximum reduction amount is determined based on the defense characters used in the battle game, and more specifically, is smaller when a specific type of defense character is included. Furthermore, the amount of score reduction is a value obtained by subtracting a subtraction amount according to the number of defeated attacking characters from the maximum reduction amount. Note that this subtraction amount is calculated so that it is larger the more attacking characters are defeated (for example, so that it is a value obtained by multiplying the number of defeated attacking characters by a predetermined value).

[0074] On the other hand, if the attacking user is defeated, the information processing system does not change the score of the attacking user. In this case, the information processing system also does not change the score of the defending user. Note that, in other embodiments, the information processing system may decrease the score of the attacking user or increase the score of the defending user in the above case.

[0075] Note that the method of updating the score (i.e., changing the score) based on the game result is arbitrary and is not limited to the above method. For example, in other embodiments, the amount of increase in the score when a user wins an interpersonal game may be constant, and the amount of decrease in the score when a user loses an interpersonal game may be constant. In other embodiments, the information processing system may decrease the score of the attacking user when the attacking user loses, and may increase the score of the defending user when the defending user wins.

[0076] As described above, in this embodiment, a user can increase his / her score by playing a multiplayer game and winning. On the other hand, a user's score decreases when the user loses a multiplayer game played by another user. Note that the user does not know when a multiplayer game played by another user (i.e., a multiplayer game in which the above-mentioned defensive side battle game is played) will be played. For example, if the multiplayer game is played frequently, and the user's score decreases many times, the user's score may decrease significantly without the user's knowledge. Therefore, in order to reduce such a possibility, the information processing system may not decrease the user's score even if the user loses in the next multiplayer game played by another user before a predetermined period (e.g., 20 hours) has elapsed since the multiplayer game played by the other user.

[0077] After the score is updated as described above, the information processing system ends the interpersonal game. At this time, if the conditions are satisfied, the information processing system grants the above-mentioned play reward to the user. That is, if the user plays an interpersonal game or a non-interpersonal game for the first time today, the play reward is granted to the user. Note that the play reward is granted to the attacking user in the interpersonal game, but not to the defending user.

[0078] [2-3. Non-PvP games] Next, a non-interpersonal game will be described. FIG. 6 is a diagram showing an example of a flow in a non-interpersonal game. In this embodiment, unlike an interpersonal game, a non-interpersonal game is a game in which the game result is not obtained immediately after the start of the game, but is obtained after a predetermined time has passed. That is, in a non-interpersonal game, a user can check the game result (i.e., the game result of a competitive game in the non-interpersonal game) after a predetermined time (e.g., 20 hours) has passed since the start of the game. In this embodiment, after a predetermined time has passed since the start of the game, the user is notified of the game result in response to a result check instruction given by the user, and the non-interpersonal game ends (see FIG. 6).

[0079] As shown in FIG. 6, in this embodiment, the execution state of the non-interpersonal game is divided into a start-ready state, a result waiting state, and a confirmation-enabled state. The start-ready state is a state in which the non-interpersonal game can be started, in other words, a state in which the non-interpersonal game is not being executed. The result waiting state is a state in which the game result of the competitive game in the non-interpersonal game cannot be confirmed after the non-interpersonal game has started. In other words, during the period from when the non-interpersonal game has started until the above-mentioned predetermined time has elapsed, the execution state of the non-interpersonal game is a result waiting state. The confirmation-enabled state is a state in which the game result of the competitive game in the non-interpersonal game can be confirmed. In other words, during the period from when the non-interpersonal game has started until the above-mentioned predetermined time has elapsed until the non-interpersonal game is ended, the execution state of the non-interpersonal game is a confirmation-enabled state.

[0080] When playing a non-player game, the user first causes the display unit 24 to display the non-player game button in place of the player game button 38 in the selection image. Fig. 7 is a diagram showing an example of changes in the player game button and the non-player game button in the selection image. As shown in Fig. 7, when the user inputs to the switching button 39 in a state in which the player game button 38 is displayed (see Fig. 5), the terminal device 2 causes the display unit 24 to display the non-player game button in place of the player game button 38.

[0081] In this embodiment, the display form of the non-player game button differs depending on the execution state of the non-player game. Specifically, as shown in Fig. 7, one of the images 61 to 63 is displayed as the non-player game button according to the execution state of the non-player game. Note that, when the user inputs the switching button 39 while the non-player game button is displayed, the terminal device 2 displays the non-player game button 38 on the display unit 24 instead of the non-player game button (see Fig. 7).

[0082] As shown in Fig. 7, when the execution state of a non-player game is in a state where it can be started, a game execution button 61 is displayed as a non-player game button. In this embodiment, since a non-player game is a game in which the user does not perform game operations in a competitive game, the game execution button 61 shown in Fig. 7 is displayed as "random game."

[0083] Here, in this embodiment, the information processing system sets an upper limit number of times that the user can play a non-interpersonal game during the above-mentioned game period in which a game in the score acquisition mode is possible. For example, the upper limit number of times that the non-interpersonal game can be played during one game period is set to three times. Note that, in this embodiment, in order to notify the user of the remaining number of times that the non-interpersonal game can be played, the terminal device 2 displays a game play button 61 including an indication of the remaining number of times (see FIG. 7).

[0084] Furthermore, when the number of times that a non-player game has been played during the current game period reaches the upper limit, the terminal device 2 does not accept user input to the game play button 61. Although not shown, the terminal device 2 displays the game play button 61 indicating that the remaining number of times is 0 so that the user can recognize whether or not a non-player game can be played.

[0085] When a user's input to the game play button 61 is accepted, the information processing system specifies an energy value consumption multiplier and a character set based on the user's instruction before starting a non-player game. In this embodiment, the user designates a consumption multiplier and a character set by inputting an image to a preparation image. When a user's input to the game play button 61 is accepted, the terminal device 2 displays the preparation image on the display unit 24.

[0086] 8 is a diagram showing an example of a preparatory image. In a state in which the preparatory image is displayed, the user specifies a consumption multiplier and a character set, and after specifying a desired consumption multiplier and character set, the user issues a start instruction, thereby starting a non-player game.

[0087] The preparatory image includes a magnification designation image 71 that allows the user to designate a consumption magnification. The magnification designation image 71 indicates a consumption magnification that is in a selected state (1x in FIG. 8) and an energy value that is consumed when the consumption magnification is applied. The magnification designation image 71 also includes a switching button 72. In response to an input to the switching button 72, the terminal device 2 switches the consumption magnification indicated by the magnification designation image 71. In this embodiment, the consumption magnification switches between 1x and 2x in response to an input to the switching button 72. The preparatory image also includes an energy value image 73 that is similar to the energy value image 35 included in the selected image.

[0088] The preparation image includes a character set image 74 for the user to specify a character set. The character set image 74 indicates a set of characters (a set of five characters in FIG. 8) that is in a selected state. In this embodiment, it is assumed that up to five attacking characters can appear in a battle game in an interpersonal game and a non-interpersonal game. The character set image 74 also includes switching buttons 75 and 76. In response to an input to the switching button 75 or 76, the terminal device 2 switches the set of characters that is selected, which is indicated by the character set image 74. In this embodiment, a number of sets registered by the user are assigned an order, and the terminal device 2 changes the selected set in a predetermined order in response to an input to the switching button 75, and changes the selected set in the reverse order of the predetermined order in response to an input to the switching button 76.

[0089] The preparation image also includes an organization button 77 for issuing an organization instruction to change the contents of the character set (i.e., the characters included in the set). In this embodiment, when an input is made to the organization button 77, the terminal device 2 displays an organization image for changing the contents of the registered character set, and while the organization image is displayed, changes the contents of the character set based on the user's instructions. Thus, in this embodiment, the user can change the contents of the registered character set at the stage when the preparation image is displayed.

[0090] The preparation image includes a maximum obtained score image 78. The maximum obtained score image 78 indicates the maximum score that the user can obtain when the consumption multiplier selected by the multiplier designation image 71 is applied and the set selected by the character set image 74 is used in a non-player game. For example, by checking the maximum obtained score image 78, the user can select a character set that allows the user to obtain as much score as possible.

[0091] The preparatory image includes a stop button 79 for stopping the display of the preparatory image. That is, when the user inputs the stop button 79, the terminal device 2 ends the display of the preparatory image and displays the above-mentioned selected image.

[0092] The preparation image includes a start button 80 for issuing a start instruction to start a non-player game. That is, when a user inputs the start button 80, the terminal device 2 starts a non-player game. Note that the user specifies a desired consumption multiplier and character set by selecting them by inputting the above-mentioned switching buttons 72, 75, 76 and the organization button 77 as necessary, and then inputs the start button 80.

[0093] As with the interpersonal game, the non-interpersonal game can be executed on the condition that the energy value set by the user is equal to or greater than the reference consumption amount. Therefore, if the current energy value is less than the consumption amount at the consumption multiplier specified by the user (i.e., the energy value indicated by the multiplier designation image 71), the terminal device 2 does not start the non-interpersonal game even if a start instruction is given (or may not accept the start instruction). In this case, the terminal device 2 notifies the user that the non-interpersonal game cannot be executed because the energy value is insufficient.

[0094] As described above, in this embodiment, the information processing system subtracts a predetermined parameter (i.e., energy value) in response to the execution of a human game or a non-human game. In addition, when the predetermined parameter falls below a first value (e.g., a reference consumption amount), the execution of the human game is restricted, and when the predetermined parameter falls below a second value (e.g., a reference consumption amount), the execution of the non-human game is restricted. This can prevent the user from playing the human game and the non-human game unlimitedly, so that the user can increase the score within a limited number of times, improving the strategy of the game in which the score is acquired and improving the interest. In addition, since the same parameter is used for both the human game and the non-human game, in this embodiment, the user can select how to distribute the two types of games. This can also improve the strategy of the game in which the score is acquired. In this embodiment, the first value and the second value are the same value, but in other embodiments, the two values ​​may be different values.

[0095] As described above, in this embodiment, for a non-player game, the game result is obtained after a predetermined time has elapsed since the start of the game (see FIG. 6). Therefore, when an input is made to the start button 80 to start a non-player game, the terminal device 2 does not immediately display a game image of the competitive game (unlike the case of a player game), but displays a selection image. At this time, since the execution state of the non-player game is the above-mentioned result waiting state, the selection image displays the waiting button 62 as the non-player game button (see FIG. 7).

[0096] In addition, although details will be described later, in a non-player game, the above-mentioned play reward is given to the user (if the conditions are satisfied) in response to the start of the non-player game being started by inputting the start button 80. Therefore, when a play reward is given to a user, the terminal device 2 displays a notification indicating that the reward has been given on the display unit 24, and then displays a selection image.

[0097] 7, the waiting button 62 indicates the remaining time from the start of the non-player game until the predetermined time has elapsed. This allows the user to check the remaining time until the game result of the non-player game can be confirmed. Note that while the waiting button 62 is displayed as the non-player game button (in other words, while the result is being waited for), the terminal device 2 does not accept any input to the non-player game button.

[0098] When the above-mentioned predetermined time has elapsed since the start of the non-player game, the execution state of the non-player game becomes a confirmation state, so that the terminal device 2 displays the confirmation instruction button 63 as the non-player game button (see FIG. 7). The confirmation instruction button 63 is a button image for issuing the above-mentioned result confirmation instruction for confirming the game result of the non-player game.

[0099] The information processing system may notify the user that the execution state of the non-interpersonal game has become available for confirmation. For example, if the above-mentioned predetermined time has elapsed since the start of the non-interpersonal game while the game application is not running, the terminal device 2 may notify the user when the game application is started thereafter.

[0100] When an input is made to the confirmation instruction button 63 included in the selection image, the information processing system calculates the game result of the non-player game and presents the game result to the user. In the present embodiment, in the above case, first, the terminal device 2 displays a game image of the competitive game on the display unit 24. This game image is a game map similar to the game map displayed in the competitive game in the player-player game, and is a game map on which characters (i.e., attacking characters and defending characters) and facilities (i.e., attacking facilities and defending facilities) are arranged (see FIG. 5).

[0101] As described above, in a non-interpersonal game, game data related to other users is not used. That is, in a competitive game in a non-interpersonal game, the information processing system executes game processing of the competitive game using game data prepared by itself. Specifically, the information processing system sets the types of defense characters, defense facilities, and game maps in a predetermined manner, and executes the competitive game using the set game maps, defense characters, and defense facilities. The above-mentioned predetermined method is arbitrary, but for example, the game map may be a method of randomly selecting one from multiple types of game maps prepared in advance.

[0102] In addition, in this embodiment, the information processing system sets the defense character used in the battle game in the non-interpersonal game so that it is likely to be weaker than the defense character of another user in the interpersonal game. In this embodiment, the information processing system sets a character that is not at the maximum level as the defense character, or sets a character equipped with weak equipment and / or skills. Note that weak equipment (or skills) refers to equipment other than the strongest when multiple types of equipment (or skills) with different strengths are prepared. For example, when it is expected that another user will use a character with the maximum level and / or a character equipped with the strongest equipment and / or skills as the defense character, by setting as described above, the defense character in the non-interpersonal game can be made weaker relative to the defense character in the interpersonal game. As described above, in this embodiment, the difficulty level of the non-interpersonal game is set so that it is likely to be lower than the difficulty level of the interpersonal game.

[0103] In this embodiment, the information processing system determines other users who will be opponents in the interpersonal game based on the strength of the user of the terminal device 2 (specifically, the score and / or rank of the user). For example, the information processing system determines other users who will be opponents from among other users who are ranked at the same level as the user of the terminal device 2. Therefore, in the interpersonal game, the strength of the defense character changes according to the strength of the user himself. In contrast, the information processing system sets the defense character in the non-interpersonal game independently of the strength of the user of the terminal device 2 (specifically, it sets the same standard for each user). That is, in this embodiment, the opponent in the interpersonal game changes according to the strength of the user himself, while the opponent in the non-interpersonal game is set to a certain level of strength that can be handled even by users with low scores or ranks. This also means that the difficulty level of the non-interpersonal game is set to be more likely to be lower than the difficulty level of the interpersonal game.

[0104] In another embodiment, the information processing system may set a defense character in the non-player game based on the user's score and / or rank. Even in this case, as in the present embodiment, the information processing system may set the defense character in the non-player game so that the defense character is likely to be weaker than the defense characters of other users in the player game.

[0105] Furthermore, for defensive facilities used in a battle game in a non-player game, the information processing system may randomly select from among the prepared defensive facilities and place them randomly on the game map. However, in this embodiment, the information processing system prevents certain types of defensive facilities from being placed among the prepared defensive facilities (details will be described later).

[0106] As attack characters used in a battle game in a non-player game, a set of characters specified by the user in the preparation image is used. The placement of the attack characters on the game map may be determined in any manner. For example, the attack characters may be placed in a predetermined order or randomly within an area on the game map in which attack characters can be placed. As with a player game, attack facilities used in a battle game in a non-player game are placed according to the contents registered by the user.

[0107] The information processing system executes a non-interpersonal competitive game using the game map in which the characters and facilities are set as described above. Here, as described above, in the non-interpersonal competitive game, neither the attacking character nor the defending character is operated by the user. In other words, in the non-interpersonal competitive game, the information processing system operates both the attacking character and the defending character to progress the competitive game.

[0108] In this embodiment, the terminal device 2 displays the progress of the competitive game from start to finish on the display unit 24. This allows the user to check the behavior of each character during the competitive game in addition to the game result of the competitive game. Note that in other embodiments, the terminal device 2 may present only the game result to the user without presenting the progress of the competitive game to the user.

[0109] When a competitive game in a non-interpersonal game ends, the information processing system updates the user's score according to the game result of the competitive game. In this embodiment, the amount of score added in the non-interpersonal game is calculated to be smaller than a basic value calculated in the same calculation method as in the interpersonal game by multiplying the basic value by a predetermined coefficient (e.g., 75%). Thus, in this embodiment, the score that can be obtained in the non-interpersonal game is smaller than the score that can be obtained in the interpersonal game if the same game result is obtained.

[0110] After updating the score, the information processing system ends the non-player game, and the terminal device 2 displays a selection image on the display unit 24. At this time, since the execution state of the non-player game is a game possible state, a selection image including the game execution button 61 as the non-player game button is displayed.

[0111] As described above, in this embodiment, in the score acquisition mode in which a score can be acquired by an interpersonal game, the user can also acquire a score by a non-interpersonal game. This allows users with a play style that does not involve interpersonal games to participate in the score acquisition mode, and can accommodate users with a variety of play styles. For example, this embodiment can motivate users who did not participate in the score acquisition mode because they are not good at or do not like interpersonal games to participate in the score acquisition mode.

[0112] Furthermore, in this embodiment, since the user does not need to perform game operations (specifically, game operations in a competitive game) in a non-interpersonal game, the user can easily play the non-interpersonal game. This makes it easier for the user to participate in the score acquisition mode. For example, since the non-interpersonal game can be played more easily than the interpersonal mode, even a user who does not have time to play an interpersonal game can easily participate in the score acquisition mode.

[0113] In addition, in this embodiment, the information processing system sets the difficulty level of the non-interpersonal game so that it is likely to be lower (or be lower) than the difficulty level of the interpersonal game. This allows a user who has difficulty winning an interpersonal game to earn a score by playing a non-interpersonal game. This reduces the possibility that a user will stop participating in the score acquisition mode because they find it difficult to win an interpersonal game.

[0114] Here, if a user plays only non-interpersonal games and the number of interpersonal games played decreases, the number of defensive battle games played by other users playing interpersonal games will also decrease, which may reduce the interest of the score acquisition mode, one of the purposes of which is to compete with other users for scores. Therefore, in this embodiment, the information processing system makes the following efforts regarding non-interpersonal games to prevent only non-interpersonal games from being played and interpersonal games from being played less.

[0115] As described above, in this embodiment, the score addition amount in a non-interpersonal game is calculated so as to be smaller than a basic value calculated by the same calculation method as in the interpersonal game (for example, by multiplying the basic value by a predetermined coefficient). In this way, when a certain game result is obtained in a non-interpersonal game, the information processing system updates the user's score based on a calculation method that results in a smaller increase in the score than the increase in the score when the same game result is obtained in a interpersonal game. This can provide the user with motivation to play interpersonal games, and reduce the possibility that the user will only play non-interpersonal games.

[0116] The "game result" refers to a game result that affects changes in the score, and "the game result of the non-player game and the game result of the player game are the same" does not mean that the game results of both games are strictly the same in all respects, but means that the game results in parts that affect changes in the score are the same. For example, in this embodiment, the "number of defeated attacking characters" is the game result that affects the score, and the "type of defeated attacking characters" does not affect the score. In this case, the "number of defeated attacking characters" corresponds to the "game result" and even if the "type of defeated attacking characters" differs between the player game and the non-player game, it can be said that the game results of both games are the same.

[0117] In addition, in this embodiment, the non-interpersonal game is a game that requires at least the above-mentioned predetermined time (for example, 20 hours) from the start to the end of the game. That is, the information processing system starts the non-interpersonal game in response to the selection of the non-interpersonal game (for example, an input is made to the game execution button 61 in the selection image), and updates the user's score based on the game result determined after the predetermined time has elapsed from the start of the non-interpersonal game. At this time, the information processing system restricts the execution of the next non-interpersonal game until at least the above-mentioned predetermined time has elapsed from the start of the non-interpersonal game. This makes it possible to restrict the user from repeatedly playing non-interpersonal games in a short period of time, thereby reducing the possibility that the user will play only non-interpersonal games. Furthermore, according to this embodiment, a user who plays a non-interpersonal game starts a game application twice, at the start of the non-interpersonal game and when checking the game result of the non-interpersonal game. Therefore, it is possible to increase the opportunities for the user to start a game application.

[0118] The information processing system presents the game result to the user in response to a predetermined operation by the user (i.e., an input operation to the confirmation instruction button 63) after the above-mentioned predetermined time has elapsed since the start of the non-interpersonal game. This allows the user to check the game result at a desired timing, thereby improving user convenience.

[0119] In this embodiment, the information processing system calculates the game result of the non-interpersonal game after the predetermined time has elapsed since the start of the non-interpersonal game. Here, in other embodiments, the information processing system may calculate the game result of the non-interpersonal game before the predetermined time has elapsed since the start of the non-interpersonal game (for example, immediately after the start). At this time, the information processing system may receive an instruction to check the game result after the predetermined time has elapsed since the start of the non-interpersonal game. This also makes it possible to present the game result to the user after the predetermined time has elapsed since the start of the non-interpersonal game, as in this embodiment. At this time, the terminal device 2 may display a replay of the competitive game related to the game result that has already been calculated, in response to an instruction to check the game result.

[0120] Also, in this embodiment, as described above, the information processing system sets an upper limit on the number of times that a user can play a non-interpersonal game during the above-mentioned game period during which a game in the score acquisition mode is possible. That is, in this embodiment, the information processing system limits the number of times that a non-interpersonal game can be played during a predetermined period, regardless of the value of a predetermined parameter (i.e., energy value). For example, the number of times that can be played is set to a number that is less than the number of interpersonal games that can be played in exchange for subtracting the above-mentioned predetermined parameter. In this way, the number of times that a user plays a non-interpersonal game during the above-mentioned period can be limited, thereby reducing the possibility that only non-interpersonal games are played.

[0121] In addition, in this embodiment, the defensive facilities in the interpersonal game include specific facilities (e.g., fountain facilities) that have the function of recovering energy values. That is, when the specific facility is placed as a defensive facility, the information processing system increases the user's energy value by a predetermined increment (e.g., 70) once per predetermined period (e.g., one day). Also, when an attacking character destroys the specific facility that is a defensive facility in the interpersonal game, the energy value of the attacking user increases by a predetermined amount (e.g., 20). Therefore, in the interpersonal game, the attacking user can win the battle game and increase his / her score, as well as destroy the specific facility to recover his / her own energy value.

[0122] On the other hand, in a battle game in a non-interpersonal game, the information processing system does not place the specific facilities as defense facilities. Therefore, in a non-interpersonal game, the user cannot recover his / her own energy value. In this way, in this embodiment, by giving the user an opportunity to recover energy value only in the interpersonal game, it is possible to give the user a motivation to play interpersonal games, and to reduce the possibility that the user will only play non-interpersonal games.

[0123] In addition, in this embodiment, the attack facility in the interpersonal game includes a specific facility (e.g., a ladder facility) that has a function of not decreasing the score up to a predetermined number of times even if the player loses a competitive game. In contrast, in a competitive game in a non-interpersonal game, the information processing system does not place the specific facility as the attack facility. Note that, if the specific facility is registered as an attack facility, in a competitive game in a non-interpersonal game, the information processing system places the attack facility according to the registered content, excluding the specific facility. Therefore, in this embodiment, the user can make use of the function of the specific facility only in the interpersonal game. This can also motivate the user to play interpersonal games, and reduce the possibility of the user only playing non-interpersonal games.

[0124] [2-4. An example of the flow in score acquisition mode] FIG. 9 is a diagram showing an example of a flow in which an interpersonal game and a non-interpersonal game are played in the score acquisition mode. In FIG. 9, an example is described in which a non-interpersonal game is played after an interpersonal game, and another interpersonal game is played during the non-interpersonal game. However, in this embodiment, the interpersonal game and the non-interpersonal game do not have to be played in the order shown in FIG. 9. In the following, an example is described in which the interpersonal game and the non-interpersonal game are played in the order shown in FIG.

[0125] In the example shown in FIG. 9, a player-to-player game is played at time T1. That is, the information processing system starts the player-to-player game in response to the selection of the player-to-player game (for example, an input is made to the player-to-player game button 38 in the selection image), displays a game image of a match game following the start, accepts the user's game operation, and ends the player-to-player game in response to the result of the game being determined based on the user's game operation. Note that in the example shown in FIG. 9, it is assumed that the granting condition for granting a play reward for the player-to-player game is satisfied (i.e., the user has played a player-to-player game or a non-player-to-player game for the first time today). At this time, the information processing system grants a play reward to the user at the end of the player-to-player game. For example, the terminal device 2 notifies the user of the game result of the player-to-player game and the updated score based on the game result, and then notifies the user that the play reward has been granted and ends the player-to-player game.

[0126] In the example shown in FIG. 9, a non-player game is started at time T2 after time T1 (i.e., an input is made to the start button 80 in the preparatory image). Here, it is assumed that the above-mentioned awarding condition is satisfied for the non-player game. At this time, the information processing system awards a play reward to the user in response to the start of the non-player game. For example, when the terminal device 2 finishes displaying the preparatory image, it notifies the user that the play reward has been awarded, and then displays a selection image.

[0127] As described above, in this embodiment, the information processing system grants a reward to a user upon the end of a multiplayer game or upon the start of a non-multiplayer game under a predetermined condition (i.e., when the granting condition is satisfied). According to this, in a multiplayer game, a reward can be granted to a user without interrupting the progress of the game. In addition, a user who starts a non-multiplayer game can obtain a reward without waiting for the game to end after a predetermined time has elapsed since the start, which improves user convenience. If a reward is granted at the end of a non-multiplayer game as in a multiplayer game, the user may feel uncomfortable that the reward is not granted immediately at the start of the game, since a non-multiplayer game takes time to end, unlike a multiplayer game. In addition, if a play reward is granted once a day as in this embodiment, the date may change at the end of a non-multiplayer game, and the granting condition may not be satisfied, and the play reward may not be granted. In contrast, according to this embodiment, the reward is granted at the start of a non-multiplayer game, which reduces the above possibility.

[0128] In the example shown in Fig. 9, a multiplayer game is played at time T3 after time T2. Note that at time T3, a non-multiplayer game is in progress (specifically, a state waiting for the result), but in this embodiment, the user can play a multiplayer game. That is, in the state waiting for the result, the user can display the multiplayer game button 38 in the selection image and input to the multiplayer game button 38 to play the multiplayer game button.

[0129] As described above, the information processing system executes an interpersonal game in response to the selection of the interpersonal game even before the predetermined time has elapsed since the start of the non-interpersonal game. This makes it difficult for opportunities to play interpersonal games to be limited by non-interpersonal games, and the user can play interpersonal games at any time. Furthermore, since the interpersonal game can be played at any time, the user can play the non-interpersonal game without worrying about the timing of playing the interpersonal game. Therefore, according to this embodiment, the user can easily start both an interpersonal game and a non-interpersonal game at any time.

[0130] In this embodiment, in an interpersonal game executed during a non-interpersonal game, it is possible to use the characters and facilities used in the non-interpersonal game, which makes it easier for the user to play the interpersonal game even during the non-interpersonal game.

[0131] 9, the execution state of the non-player game becomes a confirmable state at time T4 when the predetermined time has elapsed since time T2. Then, at time T5 after time T4, in response to the user's instruction to confirm the result, the information processing system notifies the user of the game result of the non-player game, and further notifies the user of the updated score, and then ends the non-player game (time T6).

[0132] As described above, in this embodiment, during a game period, a user can play both an interpersonal game and a non-interpersonal game at any time.

[0133] [3. Specific examples of processing in information processing systems] Next, a specific example of information processing in the information processing system will be described with reference to FIGS.

[0134] [3-1. Data used in information processing] Fig. 10 is a diagram showing an example of various data used for information processing in the information processing system. Each piece of data shown in Fig. 10 is stored, for example, in the storage unit 12 (or the memory of the processing unit 11) of the server 1. Note that it is assumed here that each piece of data shown in Fig. 10 is stored in advance in the server 1 before a series of processes shown in Figs. 11 to 14 described later are executed.

[0135] As shown in Fig. 10, the server 1 stores user data related to users of the game application. In this embodiment, the user data includes score data, energy value data, execution state data, character data, and registration data. The server 1 stores user data for each user of the game application. The user data may include, in addition to the data shown in Fig. 10, data indicating rewards granted to the user in the game application and data indicating items that the user can use.

[0136] The score data is data indicating a score set for a user. In this embodiment, the score data includes data indicating a rank of the user determined based on the score. The energy value data indicates an energy value set for the user. The execution state data indicates a current execution state of a non-player game.

[0137] The character data indicates one or more characters owned by the user. For example, the character data includes data indicating the name, ability, and equipment of the character. In this embodiment, the character used in the battle game is selected from among the characters indicated by the character data. The registration data indicates the contents registered by the user regarding the character set, facilities, and terrain of the game map used in each game in the score acquisition mode.

[0138] 10, the server 1 includes defense data for a non-player game for setting the configuration of the defending side in a non-player game. In this embodiment, the defense data for a non-player game includes defense character data, defense facility data, and map data.

[0139] The defense character data is data for setting a defense character used in a non-player game. The defense character data may include data indicating a character that is a candidate for the defense character, or may include data for generating the defense character. In the former case, the server 1 sets the defense character by selecting one to be used as the defense character from the candidate characters. In the latter case, the defense character data includes data for setting the contents of the character, such as data indicating the character's appearance, data indicating the character's abilities, and data indicating the character's equipment and / or skills, and the server 1 sets the defense character by combining these data.

[0140] The defense facility data is data for setting defense facilities used in a non-player game. The defense facility data includes, for example, data indicating facilities that are candidates for the defense facility. The server 1 sets the defense facility by selecting one to be used as the defense facility from the candidate facilities.

[0141] The map data is data for setting a game map used in a non-player game. The map data includes, for example, data of a plurality of types of game maps showing different terrains. The server 1 sets a game map used in a non-player game by selecting one of the plurality of types of game maps shown by the map data.

[0142] In addition to the data shown in Fig. 10, the server 1 stores a server-side game program. The server-side game program is a program for executing a game process (server process shown in Fig. 14) executed by the server 1. That is, the processing unit 11 of the server 1 executes the server-side game program, whereby a server process (see Fig. 14) described later is executed by the server 1.

[0143] Furthermore, the terminal device 2 stores a terminal-side game program. The terminal-side game program is a program for executing game processing (terminal processing shown in FIG. 11) executed in the terminal device 2. That is, the processing unit 21 of the terminal device 2 executes the terminal-side game program, whereby terminal processing (see FIG. 11), which will be described later, is executed in the terminal device 2.

[0144] The terminal device 2 may store some or all of the various data (see FIG. 10) stored in the server 1 for use in executing terminal processing. Each piece of data used in the information processing system may be stored in either the server 1 or the terminal device 2. When the same data is stored in the server 1 and the terminal device 2, the data stored in the server 1 and the data stored in the terminal device 2 are synchronized at an appropriate timing.

[0145] [3-2. Processing in terminal device] 11 and 12 are flow charts showing an example of the flow of terminal processing executed by a terminal device. The terminal processing shown in Fig. 11 and 12 is started in response to an instruction to start the score acquisition mode by a user during execution of the terminal-side game program stored in the storage unit 22.

[0146] In this embodiment, the CPU (in other words, a processor) of the processing unit 11 of the server 1 or the processing unit 21 of the terminal device 2 executes the game program stored in the storage unit 12 or 22 to execute the processing of each step shown in FIG. 11 to FIG. 14. However, in other embodiments, some of the processing of each step may be executed by a processor (for example, a dedicated circuit, etc.) other than the CPU. In addition, if the terminal device 2 can communicate with the server 1, some of the processing of each step shown in FIG. 11 to FIG. 13 may be executed in the server 1. In addition, some of the processing of each step shown in FIG. 14 may be executed in the terminal device 2. In addition, the processing of each step shown in FIG. 11 to FIG. 14 is merely an example, and the processing order of each step may be changed, or another processing may be executed in addition to (or instead of) the processing of each step, as long as the same result is obtained.

[0147] Moreover, the processing unit 21 of the terminal device 2 executes the processing of each step shown in Figs. 11 to 13 by using the memory (or the storage unit 22). That is, the CPU of the processing unit 21 stores data obtained by each processing step in the memory, and when the data is to be used in the subsequent processing steps, the CPU reads the data from the memory and uses the data. Similarly, the processing unit 11 of the server 1 executes the processing of each step shown in Fig. 14 by using the memory (or the storage unit 12). That is, the CPU of the processing unit 11 stores data obtained by each processing step in the memory, and when the data is to be used in the subsequent processing steps, the CPU reads the data from the memory and uses the data.

[0148] In the terminal processing shown in FIG. 11, first, in step S1, the processing unit 21 displays a selection image (see FIG. 5) including the interpersonal game button 38. Specifically, the processing unit 21 first transmits a user data acquisition request to the server 1 using the communication unit 25. The server 1 that receives the acquisition request transmits user data related to the user to the terminal device 2 (step S52 described later). This user data includes information to be displayed in the selection image (e.g., score information, etc.). The processing unit 21 generates a selection image based on the user data, and displays the selection image on the display unit 24. Following step S1, the processing of step S2 is executed.

[0149] In this embodiment, at the start of the score acquisition mode, a selection image including the interpersonal game button 38 is displayed first. However, in other embodiments, a selection image including the non-interpersonal game button may be displayed first.

[0150] In step S2, the processing unit 21 determines whether or not an instruction to play a multiplayer game has been given by the user. Specifically, the processing unit 21 determines whether or not an input has been given to the multiplayer game button 38 based on data from the input unit 23. If the determination result in step S2 is positive, the processing in step S3 is executed. On the other hand, if the determination result in step S2 is negative, the processing in step S8, which will be described later, is executed.

[0151] In step S3, the processing unit 21 determines whether or not a multiplayer game can be played. Specifically, the processing unit 21 accepts a user's input specifying the consumption multiplier, and determines whether or not the current energy value is equal to or greater than the consumption amount at the specified consumption multiplier. The user data received from the server 1 in step S1 includes data indicating the user's energy value. The processing unit 21 determines whether or not the energy value is equal to or greater than the consumption amount based on the user data. If the determination result in step S3 is positive, the processing in step S4 is executed. On the other hand, if the determination result in step S3 is negative, the processing in step S1 is executed again.

[0152] In step S4, the processing unit 21 executes the interpersonal game. First, the processing unit 21 transmits an execution notification of the interpersonal game to the server 1 using the communication unit 25. The server 1 that receives the execution notification transmits game data used in the interpersonal game (specifically, a battle game in the interpersonal game) to the terminal device 2 (step S54 described later). This game data includes data on defense characters, defense facilities, and game maps used in the battle game. The processing unit 21 receives the game data from the server 1 using the communication unit 25, and executes the battle game using the received game data (see "[2-2. Interpersonal Game]" above). The processing unit 21 ends the process in step S4 in response to the end of the battle game. Following step S4, the process in step S5 is executed.

[0153] In step S5, the processing unit 21 updates the user's score according to the game result of the interpersonal game in step S4 (specifically, the game result of the match game in the interpersonal game). The score is updated according to the method described in "[2-2. Interpersonal Game]" above. Furthermore, the processing unit 21 displays the updated score on the display unit 24 to present the updated score to the user. Furthermore, the processing unit 21 transmits data indicating the game result and the updated score to the server 1 using the communication unit 25. Following step S5, the processing unit 21 executes the processing of step S6.

[0154] In step S6, the processing unit 21 determines whether or not a play reward has been awarded for the interpersonal game executed in step S4. Here, in this embodiment, the server 1 transmits to the terminal device 2 a reward result notification indicating whether or not a play reward has been awarded for the interpersonal game executed in step S4 (step S57, described later). The processing unit 21 receives the reward result notification using the communication unit 25, and performs the determination in step S6 based on the reward result notification. If the determination result in step S6 is positive, the process of step S7 is executed. On the other hand, if the determination result in step S6 is negative, the process of step S1 is executed again.

[0155] In step S7, the processing unit 21 notifies the user that the play reward has been granted. That is, the processing unit 21 displays an image notifying the user that the play reward has been granted on the display unit 24. After step S7, the processing of step S1 is executed again.

[0156] On the other hand, in step S8, the processing unit 21 determines whether or not a switching instruction for the selected image has been given by the user. Specifically, the processing unit 21 determines whether or not an input has been given to the switching button 39 included in the selected image, based on data from the input unit 23. If the determination result of step S8 is negative, the processing of step S9 is executed. On the other hand, if the determination result of step S8 is positive, the processing of step S10 is executed.

[0157] In step S9, the processing unit 21 judges whether or not to end the score acquisition mode. Specifically, the processing unit 21 judges whether or not an input has been made to the mode end button 31 included in the selection image based on data from the input unit 23. If the judgment result in step S9 is negative, the processing unit 21 ends the terminal processing shown in FIG. 11. On the other hand, if the judgment result in step S9 is negative, the processing in step S1 is executed again. Thereafter, if a selection image including the interpersonal game button 38 is displayed, a series of processes from steps S1 to S9 are repeatedly executed. On the other hand, if a selection image including the non-interpersonal game button is displayed, a series of processes from steps S10 to S22, which will be described later, are repeatedly executed.

[0158] In step S10, the processing unit 21 judges whether or not the execution state of the non-player game is ready to be started. Specifically, the processing unit 21 first uses the communication unit 25 to transmit an acquisition request similar to that in step S1 to the server 1. The user data transmitted from the server 1 in response to the acquisition request includes execution state data indicating the execution state of the non-player game. The processing unit 21 makes the judgment in step S10 based on the user data. If the judgment result in step S10 is positive, the processing in step S11 is executed. On the other hand, if the judgment result in step S10 is negative, the processing in step S12 (see FIG. 12) described later is executed.

[0159] In step S11, the processing unit 21 executes a start process. The start process is a process that is executed at the start of a non-player game. Hereinafter, a detailed flow of the start process will be described with reference to FIG.

[0160] Fig. 13 is a sub-flowchart showing an example of a detailed flow of the start-up process of step S11 shown in Fig. 11. In the start-up process, first, in step S31, the processing unit 21 displays a selection image. Specifically, the processing unit 21 generates a selection image including a game execution button 61 based on the user data received in step S10 above, and displays the selection image on the display unit 24. Following step S31, the process of step S32 is executed.

[0161] In step S32, the processing unit 21 judges whether or not an instruction to execute a non-interpersonal game has been given by the user. Specifically, the processing unit 21 judges whether or not an input has been given to the game execution button 61 based on data from the input unit 23. If the number of times that a non-interpersonal game has been played in the current game period has reached the upper limit, the processing unit 21 does not accept the instruction, and the judgment result in step S32 is negative. If the judgment result in step S32 is positive, the process of step S33 is executed. On the other hand, if the judgment result in step S32 is negative, the process of step S40 described below is executed.

[0162] In step S33, the processing unit 21 displays the above-mentioned preparatory image (see FIG. 8) on the display unit 24. The processing unit 21 also accepts a user's input for the preparatory image, and changes the contents of the magnification designation image 71 and / or the character set image 74 in response to the input. Following step S33, the processing unit 21 executes the processing of step S34.

[0163] In step S34, the processing unit 21 determines whether or not an instruction to stop displaying the preparation image has been given by the user. Specifically, the processing unit 21 determines whether or not an input has been given to the stop button 79 based on data from the input unit 23. If the determination result in step S34 is positive, the processing unit 21 ends the start-up process and executes the process of step S10 again. On the other hand, if the determination result in step S34 is negative, the process of step S35 is executed.

[0164] In step S35, the processing unit 21 determines whether or not a start instruction to start a non-player game has been issued by the user. Specifically, the processing unit 21 determines whether or not an input has been made to the start button 80 based on data from the input unit 23. If the determination result in step S35 is positive, the processing in step S36 is executed. On the other hand, if the determination result in step S35 is negative, the processing in step S33 is executed again.

[0165] In step S36, the processing unit 21 judges whether or not a non-player game can be played. Specifically, the processing unit 21 judges whether or not the current energy value is equal to or greater than the consumption amount at the consumption rate selected at the time when the start instruction was issued. If the judgment result in step S36 is positive, the processing in step S37 is executed. On the other hand, if the judgment result in step S36 is negative, the processing in step S33 is executed again.

[0166] In step S37, the processing unit 21 starts the non-player game. Specifically, the processing unit 21 transmits a start notification indicating that the non-player game has started to the server 1, using the communication unit 25. Following step S37, the process of step S38 is executed.

[0167] In step S38, the processing unit 21 determines whether or not a play reward has been awarded for the non-player game started in step S37. In this embodiment, the server 1 transmits to the terminal device 2 a reward result notification indicating whether or not a play reward has been awarded for the non-player game started in step S37 (step S61, described later). The processing unit 21 receives the reward result notification using the communication unit 25, and performs the determination in step S38 based on the reward result notification. If the determination result in step S38 is positive, the processing in step S39 is executed. On the other hand, if the determination result in step S38 is negative, the processing unit 21 ends the start-time processing.

[0168] In step S39, the processing unit 21 notifies the user that the play reward has been granted. That is, the processing unit 21 displays an image notifying the user that the play reward has been granted on the display unit 24. After step S39, the processing unit 21 ends the start-up process.

[0169] Meanwhile, in step S40, the processing unit 21 judges whether or not a switching instruction for the selected image has been issued by the user. The process of step S40 is the same as the process of step S8 described above. If the judgment result of step S40 is negative, the process of step S41 is executed. On the other hand, if the judgment result of step S40 is positive, the processing unit 21 ends the start-up process and executes the process of step S1 described above again.

[0170] In step S41, the processing unit 21 judges whether or not to end the score acquisition mode. The processing of step S41 is similar to the processing of step S9 described above. If the judgment result of step S41 is positive, the processing unit 21 ends the start-up processing, and further ends the terminal processing shown in FIG. 11. On the other hand, if the judgment result of step S41 is negative, the processing of step S31 is executed again. This concludes the explanation of the start-up processing shown in FIG. 13.

[0171] In step S12 shown in Fig. 12, the processing unit 21 judges whether or not the execution state of the non-player game is ready to start. The judgment in step S12 is performed in the same manner as the judgment in step S10. If the judgment result in step S12 is positive, the processing in step S13 is executed. On the other hand, if the judgment result in step S12 is negative, the processing in step S17 described later is executed.

[0172] In step S13, the processing unit 21 displays a selection image. Specifically, the processing unit 21 generates a selection image including a standby button 62 based on the user data received from the server 1, and displays the selection image on the display unit 24. Following step S13, the process of step S14 is executed.

[0173] In step S14, the processing unit 21 judges whether or not a switching instruction for the selected image is given by the user. The process of step S14 is the same as the process of step S8 described above. If the judgment result of step S14 is negative, the process of step S15 is executed. On the other hand, if the judgment result of step S14 is positive, the process of step S1 is executed again.

[0174] In step S15, the processing unit 21 determines whether or not the predetermined time has elapsed since the start of the non-player game. During the period in which the series of processing loops of steps S13 to S16 are repeatedly executed, the processing unit 21 executes the series of processing such that the processing of step S15 is executed once per predetermined time (for example, one frame time). If the determination result of step S15 is negative, the processing of step S16 is executed. On the other hand, if the determination result of step S15 is positive, the execution state of the non-player game becomes a confirmation possible state, and therefore the processing of step S17 described below is executed.

[0175] In step S16, the processing unit 21 judges whether or not to end the score acquisition mode. The process of step S16 is the same as the process of step S9 described above. If the judgment result of step S16 is positive, the processing unit 21 ends the terminal process shown in Fig. 11. On the other hand, if the judgment result of step S16 is negative, the process of step S13 is executed again.

[0176] In step S17, the processing unit 21 displays a selection image. Specifically, the processing unit 21 generates a selection image including a confirmation instruction button 63 based on the user data received from the server 1, and displays the selection image on the display unit 24. Following step S17, the processing of step S18 is executed.

[0177] In step S18, the processing unit 21 judges whether or not a switching instruction for the selected image is given by the user. The process of step S18 is the same as the process of step S8 described above. If the judgment result of step S18 is negative, the process of step S19 is executed. On the other hand, if the judgment result of step S18 is positive, the process of step S1 is executed again.

[0178] In step S19, the processing unit 21 judges whether or not the above-mentioned result confirmation instruction for confirming the game result of the non-player game has been issued by the user. Specifically, the processing unit 21 judges whether or not an input has been issued to the confirmation instruction button 63 based on data from the input unit 23. If the judgment result of step S19 is positive, the processing of step S20 is executed. On the other hand, if the judgment result of step S19 is negative, the processing of step S22, which will be described later, is executed.

[0179] In step S20, the processing unit 21 executes a competitive game in the non-player game. Specifically, the processing unit 21 transmits a confirmation request to the server 1 to confirm the game result of the non-player game using the communication unit 25. The server 1 that has received the confirmation request advances the competitive game by operating each character (attack character and defense character) in the competitive game, and transmits game data indicating the progress of the competitive game to the terminal device 2. This game data may be, for example, data indicating the operation content for each character, or data indicating the action content of each character. The processing unit 21 displays a game image indicating the progress of the competitive game on the display unit 24 based on the game data received from the server 1 (therefore, it can be said that the competitive game in the non-player game is executed not only on the server 1 side but also on the terminal device 2 side). The processing unit 21 displays the game image on the display unit 24 until the competitive game ends. Following step S20, the process of step S21 is executed.

[0180] In step S21, the processing unit 21 updates the user's score according to the game result of the non-player game in step S20 (specifically, the game result of the competitive game in the non-player game). The score is updated according to the method described in "[2-3. Non-player Game]" above. Furthermore, the processing unit 21 displays the updated score on the display unit 24 to present the updated score to the user. Furthermore, the processing unit 21 transmits data indicating the updated score to the server 1 using the communication unit 25. Following step S21, the processing of step S10 is executed again.

[0181] On the other hand, in step S22, the processing unit 21 judges whether or not to end the score acquisition mode. The process of step S22 is the same as the process of step S9 described above. If the judgment result of step S22 is positive, the processing unit 21 ends the terminal process shown in Fig. 11. On the other hand, if the judgment result of step S22 is negative, the process of step S17 is executed again.

[0182] [3-3. Processing on the server] Fig. 14 is a flowchart showing an example of the flow of server processing executed by the server 1. Note that the series of processing shown in Fig. 14 is continuously executed while the server 1 is in operation.

[0183] 14, first, in step S51, the processing unit 11 determines whether or not the above-mentioned acquisition request has been received from the terminal device 2 via the communication unit 13. If the determination result in step S51 is positive, the processing in step S52 is executed. On the other hand, if the determination result in step S51 is negative, the processing in step S53 is executed.

[0184] In step S52, the processing unit 11 transmits, from the user data stored in the server 1, the user data related to the user of the terminal device 2 that has transmitted the acquisition request, to the terminal device 2, using the communication unit 13. This user data includes the above-mentioned score data, energy value data, and execution state data. Following step S52, the process of step S53 is executed.

[0185] In step S53, the processing unit 11 determines whether or not a multiplayer game is being executed in the terminal device 2. That is, the processing unit 11 determines whether or not the above-mentioned notification of execution of the multiplayer game has been received from the terminal device 2 via the communication unit 13. If the determination result in step S53 is positive, the process of step S54 is executed. On the other hand, if the determination result in step S53 is negative, the process of step S58 is executed.

[0186] In step S54, the processing unit 11 executes an interpersonal game process for playing an interpersonal game in the terminal device 2. Specifically, the processing unit 11 first selects another user who will be an opponent in the interpersonal game, and specifies a defense character, defense facility, and game map to be used in the competitive game based on user data related to the other user (specifically, registration data and character data included in the user data). Note that any method for selecting the other user may be used. For example, the other user may be selected based on the score and / or rank of the user of the terminal device 2. Next, the processing unit 11 transmits game data indicating the specified defense character, defense facility, and game map to the terminal device 2 using the communication unit 13. As a result, the competitive game in the interpersonal game is played in the terminal device 2.

[0187] Furthermore, the terminal device 2 transmits data indicating the game result and the updated score of the interpersonal game to the server 1 (step S5), and in the interpersonal game processing, the processing unit 11 updates the score data stored in the server 1 based on the data. The processing unit 11 also updates the score data related to the user who became the opponent in the interpersonal game according to the game result. Furthermore, the processing unit 11 updates the score data stored in the server 1 so as to subtract the energy value of the user who played the interpersonal game. Following step S54, the processing of step S55 is executed.

[0188] In step S55, the processing unit 11 judges whether or not a play reward is awarded for the interpersonal game in step S54. Specifically, the processing unit 11 judges whether or not the above-mentioned awarding condition is satisfied for the interpersonal game. If the judgment result in step S55 is positive, the processing in step S56 is executed. On the other hand, if the judgment result in step S55 is negative, the processing in step S56 is skipped and the processing in step S57 is executed.

[0189] In step S56, the processing unit 11 grants a play reward to the user of the terminal device 2. Specifically, the processing unit 11 updates the user data stored in the server 1 so as to indicate the content after the play reward has been granted. Following step S56, the process of step S57 is executed.

[0190] In step S57, the processing unit 11 uses the communication unit 13 to transmit the above-mentioned award result notification to the terminal device 2. That is, the processing unit 11 transmits an award result notification indicating the determination result of whether or not a play reward is awarded for the interpersonal game in step S54 to the terminal device 2. Following step S57, the process of step S58 is executed.

[0191] In step S58, the processing unit 11 determines whether or not a non-player game is started in the terminal device 2. That is, the processing unit 11 determines whether or not the above-mentioned non-player game start notification (step S37) is received from the terminal device 2 via the communication unit 13. If the determination result in step S58 is positive, the process of step S59 is executed. On the other hand, if the determination result in step S58 is negative, the process of step S62 described below is executed.

[0192] In step S59, the processing unit 11 determines whether or not a play reward is awarded for the non-player game in step S58. Specifically, the processing unit 11 determines whether or not the above-mentioned awarding condition is satisfied for the non-player game. If the determination result in step S59 is positive, the processing in step S60 is executed. On the other hand, if the determination result in step S59 is negative, the processing in step S60 is skipped and the processing in step S61 is executed.

[0193] In step S60, the processing unit 11 grants a play reward to the user of the terminal device 2. The process of step S60 is similar to the process of step S56 above. After step S60, the process of step S61 is executed.

[0194] In step S61, the processing unit 11 transmits the above-mentioned award result notification to the terminal device 2 using the communication unit 13. That is, the processing unit 11 transmits to the terminal device 2 an award result notification indicating the determination result of whether or not a play reward is awarded for the non-player game in step S58. In addition, the processing unit 11 updates the score data stored in the server 1 so as to subtract the energy value of the user who played the non-player game. Furthermore, the processing unit 11 updates the execution state data included in the user data related to the above-mentioned user stored in the server 1 to indicate a result waiting state. Although not shown, when the above-mentioned predetermined time has elapsed since the non-player game was started, the processing unit 11 updates the above-mentioned execution state data stored in the server 1 to indicate a confirmation possible state. Following step S61, the processing of step S62 is executed.

[0195] In step S62, the processing unit 11 judges whether or not the above-mentioned confirmation request (step S20) has been received from the terminal device 2 via the communication unit 13. If the judgment result in step S62 is positive, the process of step S63 is executed. On the other hand, if the judgment result in step S62 is negative, the process of step S51 is executed again.

[0196] In step S63, the processing unit 11 executes a non-player game process for playing a non-player game. Specifically, the processing unit 11 first sets each character, each facility, and a game map used in a battle game in the non-player game. In regard to this setting, the attacking character and the attacking facility are set based on the registration data and the character data included in the user data (specifically, the user data related to the user who plays the non-player game) stored in the server 1. In addition, the defense character, the defense facility, and the game map are set based on the defense data for the non-player game stored in the server 1. Next, the processing unit 11 advances the battle game by operating each character in the battle game set as described above (see “[2-3. Non-player Game] above”). In addition, the processing unit 11 transmits game data indicating the progress of the battle game to the terminal device 2 using the communication unit 13. As a result, the progress of the battle game is displayed on the terminal device 2. The terminal device 2 transmits data indicating an updated score according to the game result of the non-player game to the server 1 (step S5), and the processing unit 11 updates the score data stored in the server 1 based on the transmitted data. The processing unit 11 also updates the execution state data included in the user data related to the user stored in the server 1 to indicate a startable state. After step S63, the processing of step S51 is executed again.

[0197] [4. Effects and Modifications of the Present Embodiment] As described above, in the above embodiment, the information processing system executes a predetermined process using the scores of the multiple users that are updated based on the game results. The information processing system is configured to include the following means. A game selection means for selecting one of the first game (e.g., a multiplayer game) and the second game (e.g., a non-multiplayer game) among the games based on a selection operation of the first user (steps S2 and S32). A first game execution means for executing, when a first game is selected, a first game in which a result of the game is determined based on a game operation of a first user in the first game and an opponent based on data of a second user different from the first user (step S4). A second game execution means for executing a second game in which a result of the second game is determined without a game operation by the first user when the second game is selected (steps S20 and S37). A first updating means for updating the score of the first user and the score of the second user based on the result of the first game (step S5). A second update means for updating at least the score of the first user based on the result of the second game (step S21).

[0198] According to the above configuration, a user can earn scores not only in a first game in which the game result is determined based on data of other users, but also in a second game in which other users are not involved. This can motivate users who do not play the first game to participate in the game, and can accommodate users with a variety of play styles.

[0199] In the above embodiment, the "predetermined process" is a process of determining a rank based on a score and a process of granting a reward to the user according to the rank, but is not limited to these processes. For example, in another embodiment, the information processing system may execute, as the "predetermined process", a process of ranking each user, a process of notifying the user of the ranking, and / or a process of granting the user a reward according to the score (without calculating the ranking and rank).

[0200] The "game operation" is an operation performed during the game and that affects the game result. For example, an operation performed before the game is executed (e.g., an operation to preset a character to be used in the game) does not fall under the above-mentioned game operation. Furthermore, an operation performed during the game execution that does not affect the game result (e.g., an operation to display the game result on a terminal device) does not fall under the above-mentioned game operation.

[0201] (Variations regarding game content) In the above embodiment, since a match game is played in both the interpersonal game and the non-interpersonal game, it can be said that the game rules of the interpersonal game and the non-interpersonal game are at least partially the same. If the interpersonal game and the non-interpersonal game are completely different and the game rules of the two games are completely different, one type of score will be acquired by two different types of games, and the user may feel uncomfortable. In contrast, by making at least a part of the game rules of the two games common as in the above embodiment, the two types of games in the score acquisition mode can be made to have a sense of unity, and the possibility that the user will feel uncomfortable can be reduced. In other embodiments, a game with different game rules from the interpersonal game may be played in the non-interpersonal game. For example, a game with different game rules from the match game played in the interpersonal game may be played in the non-interpersonal game.

[0202] Furthermore, in the above embodiment, the information processing system was capable of executing a non-interpersonal game using game content (e.g., characters and facilities) that can be used in an interpersonal game. This allows a user who has been playing one of an interpersonal game and a non-interpersonal game to start the other game without preparing new game content, so that the user can be motivated to play interpersonal games and non-interpersonal games. For example, the user can use game content enhanced for an interpersonal game in a non-interpersonal game, so that a user who plays an interpersonal game can be motivated to play a non-interpersonal game.

[0203] In other embodiments, the game content that can be used in the interpersonal game and the game content that can be used in the non-interpersonal game may be different contents, that is, in other embodiments, game content for the interpersonal game and game content for the non-interpersonal game may be prepared separately.

[0204] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0205] The above-described embodiment can be used in, for example, a game system or a game program for the purpose of making a game in which a player competes against other users accommodating users with a wider variety of play styles. [Explanation of symbols]

[0206] 1 Server 2 Terminal Equipment 11 Processing section 12 Storage section 13. Communications Department 21 Processing section 22 Memory section 23 Input section 24 Display section 25 Communications Department

Claims

1. An information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a second game execution means for executing the second game when the second game is selected, the second game being determined as a result of the second game without a game operation of the first user in the second game; a first update means for updating the score of the first user and the score of the second user based on a result of the first game; and second update means for updating at least the score of the first user based on the result of the second game using a calculation method in which, when a certain game result is obtained in the second game, the amount of increase in score is smaller than the amount of increase in score that would occur if the same game result was obtained in the first game.

2. An information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a second game execution means for executing the second game when the second game is selected, the second game being determined as a result of the second game without a game operation of the first user in the second game; a first update means for updating the score of the first user and the score of the second user based on a result of the first game; second update means for updating at least the score of the first user based on a result of the second game; a subtraction means for subtracting a predetermined parameter in response to execution of the first game or the second game, the first game execution means restricts execution of the first game when the predetermined parameter falls below a first value; The second game execution means restricts execution of the second game when the predetermined parameter falls below a second value that is the same as or different from the first value.

3. 3. The information processing system according to claim 2, wherein said second game executing means limits the number of times that said second game can be executed within a predetermined period, regardless of the value of said predetermined parameter.

4. The information processing system according to claim 1 , wherein the first game and the second game have at least a part of a common game rule.

5. The information processing system according to claim 4 , wherein the second game executing means is capable of executing the second game using game content that can be used in the first game.

6. A game program executed on a computer of an information processing device included in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a result display control means for displaying, on a display device, a result of the second game, the result of which is determined without a game operation of the first user in the second game, when the second game is selected; a first score display control means for displaying, on the display device, at least the score of the first user out of the score of the first user and the score of the second user, the score being updated based on a result of the first game; A game program that causes the computer to function as a second score display control means that displays on the display device the score of the first user, which is updated based on the result of the second game, using a calculation method in which, when a certain game result is obtained in the second game, the increase in score is smaller than the increase in score that would occur if the same game result was obtained in the first game.

7. A game program executed on a computer of an information processing device included in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a result display control means for displaying, on a display device, a result of the second game, the result of which is determined without a game operation of the first user in the second game, when the second game is selected; a first score display control means for displaying, on the display device, at least the score of the first user out of the score of the first user and the score of the second user, the score being updated based on a result of the first game; causing the computer to function as a second score display control means for displaying, on the display device, the score of the first user, which is updated based on a result of the second game; the first game execution means restricts execution of the first game when a predetermined parameter, which is subtracted in response to execution of the first game or the second game, falls below a first value; The second game is restricted from being executed if the predetermined parameter falls below a second value that is the same as or different from the first value.

8. An information processing device included in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a result display control means for displaying, on a display device, a result of the second game, the result of which is determined without a game operation of the first user in the second game, when the second game is selected; a first score display control means for displaying, on the display device, at least the score of the first user out of the score of the first user and the score of the second user, the score being updated based on a result of the first game; and a second score display control means for displaying on the display device the score of the first user, updated based on the result of the second game using a calculation method in which, when a certain game result is obtained in the second game, the increase in score is smaller than the increase in score that would occur if the same game result was obtained in the first game.

9. An information processing device included in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, a game selection means for selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game executing means for executing, when the first game is selected, a first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a result display control means for displaying, on a display device, a result of the second game, the result of which is determined without a game operation of the first user in the second game, when the second game is selected; a first score display control means for displaying, on the display device, at least the score of the first user out of the score of the first user and the score of the second user, the score being updated based on a result of the first game; a second score display control means for displaying, on the display device, a score of the first user that is updated based on a result of the second game, the first game execution means restricts execution of the first game when a predetermined parameter, which is subtracted in response to execution of the first game or the second game, falls below a first value; An information processing device in which execution of the second game is restricted when the predetermined parameter falls below a second value that is the same as or different from the first value.

10. A game processing method executed in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, comprising: a game selection step of selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game execution step of executing, when the first game is selected, the first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a second game execution step of executing the second game when the second game is selected, the second game being determined as a result of the second game without a game operation of the first user in the second game; a first updating step of updating the score of the first user and the score of the second user based on a result of the first game; a second update step of updating at least the score of the first user based on the result of the second game using a calculation method in which, when a certain game result is obtained in the second game, the amount of increase in score is smaller than the amount of increase in score that would occur if the same game result was obtained in the first game.

11. A game processing method executed in an information processing system that executes a predetermined process using scores of multiple users that are updated based on a game result, comprising: a game selection step of selecting one of a first game and a second game from among the games based on a selection operation of a first user; a first game execution step of executing, when the first game is selected, the first game in which a result of the game is determined based on a game operation of the first user in the first game and an opponent based on data of a second user different from the first user; a second game execution step of executing the second game when the second game is selected, the second game being determined as a result of the second game without a game operation of the first user in the second game; a first updating step of updating the score of the first user and the score of the second user based on a result of the first game; a second updating step of updating the score of at least the first user based on a result of the second game; a subtraction step of subtracting a predetermined parameter in response to execution of the first game or the second game, in the first game execution step, when the predetermined parameter falls below a first value, execution of the first game is restricted; In the second game executing step, execution of the second game is restricted when the predetermined parameter falls below a second value that is the same as or different from the first value.

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