Information processing program, information processing system, and information processing device
Patent Information
- Application Number
- JP2022138181
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-31
- Publication Date
- 2025-03-11
- Estimated Expiration
- 2038-07-26
AI Technical Summary
【0008】 本発明によれば、キャラクタオブジェクトに関連して、ゲームの結果に対するプレイヤのモチベーションを向上させることが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing program , love The present invention relates to an information processing system and an information processing device. [Background technology]
[0002] 2. Description of the Related Art Among games provided on electronic devices such as smartphones and computer game consoles, there are games in which a player can change a character object that forms a character within the game.
[0003] As an example, Patent Document 1 discloses a technique for realizing a game in which a character object can be changed based on a player's operation. According to the technique disclosed in Patent Document 1, character objects such as the character's appearance (e.g., the character's basic shape, hairstyle, and makeup) and items worn by the character (e.g., clothing, accessories, and possessions) can be changed based on the player's operation. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-094247 A Summary of the Invention [Problem to be solved by the invention]
[0005] By changing the character object using a common technique such as that disclosed in Patent Document 1, the player can enjoy the game process more. However, the change of the character object is merely intended to add entertainment to the game process, and does not increase the player's motivation with respect to the results of the game (for example, winning or losing the game).
[0006] The present invention has been made in view of the above circumstances, and has an object to improve a player's motivation regarding the game results in relation to a character object. [Means for solving the problem]
[0007] In order to achieve the above object, an information processing program according to one aspect of the present invention comprises: a first game control function for playing a first game with a group of characters participating; a subset creation function that creates a subset of characters included in the character group when all characters included in the character group are treated as a universal set based on a game result of the first game; a second game control function for controlling a display medium to display at least a part of character objects included in the subset created by the subset creating function as a predetermined type of character object, thereby playing a second game; Implement this on a computer. Effect of the Invention
[0008] According to the present invention, it is possible to improve a player's motivation with respect to the game results in relation to the character object. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing an overall configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing the hardware configuration of a server and a player terminal according to the embodiment of the present invention. [Diagram 3] 3 is a functional block diagram showing a functional configuration for executing a multiple game cooperation process and a lottery game process, among the functional configurations of the server and the player terminal of FIG. 2.
[0023] FIG. [Figure 4]4 is a sequence diagram illustrating the flow of a multiple game cooperation process executed by the server and player terminals of FIG. 2 having the functional configuration of FIG. 3. [Diagram 5] FIG. 13 is a schematic diagram showing an example of the display of race information in a first game operated in a multiple game cooperation process. [Figure 6] FIG. 13 is a schematic diagram showing an example of the display of status information in a first game operated in a multiple game cooperation process. [Figure 7] FIG. 13 is a schematic diagram showing an example of a display of a preparation screen before a race in a first game operated in a multiple game linkage process. [Figure 8] FIG. 13 is a schematic diagram showing an example of the display of a race list in a first game operated in a multiple game linkage process. [Figure 9] FIG. 13 is a schematic diagram showing an example of a display at the start of a race in a first game that operates through multiple game linkage processing. [Figure 10] FIG. 13 is a schematic diagram showing a display example at the end of a race in a first game operated by a multiple game linkage process. [Figure 11] FIG. 13 is a schematic diagram showing a display example at the start of a live performance in a second game that operates through multiple game cooperation processing. [Figure 12] FIG. 13 is a schematic diagram showing an example of the overall live display in the second game operating through multiple game cooperation processing. [Figure 13] 4 is a sequence diagram illustrating the flow of a lottery game process executed by the server and player terminals of FIG. 2 having the functional configuration of FIG. 3. [Figure 14] FIG. 11 is a functional block diagram showing a functional configuration for executing a multiple game cooperation process and a lottery game process, among the functional configurations of an information processing device in a modified example of an embodiment of the present invention. [Figure 15] 15 is a sequence diagram illustrating the flow of a multiple game cooperation process executed by an information processing device having the functional configuration of FIG. 14. [Figure 16] 15 is a sequence diagram illustrating the flow of a lottery game process executed by an information processing device having the functional configuration of FIG. 14. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the player selects a character, and the player plays a number of games (hereinafter referred to as the "first game" and the "second game") with the selected character. In this case, in this embodiment, a character object to be used for displaying the character in the second game is determined based on the game result of the first game.
[0011] For example, if the player has a good game result, such as having a high ranking or beating an opponent in the first game, the character object used to display the character in the second game is the character object desired by the player. In other words, the player needs to devise and prepare to improve the game result in the first game in order to play the second game with the desired character object and enjoy the second game more.
[0012] That is, according to the present embodiment, it is possible to improve the player's motivation for the game results in relation to the character object, and also to increase the player's interest in both the first game and the second game.
[0013] [Overall system configuration] The overall configuration of this embodiment will be described with reference to Fig. 1. Fig. 1 is a block diagram showing the overall configuration of an information processing system S according to this embodiment. As shown in FIG. 1, the information processing system S includes a server 1, n player terminals 2 (n is an arbitrary integer value equal to or greater than 1), and a network 5.
[0014] The information processing system S is a so-called client-server system. The information processing system S is realized by communicating between n player terminals 2, which are clients, and a server 1 via a network 5.
[0015] The server 1 is realized by, for example, a server device. The player terminal 2 is realized by, for example, a smartphone, a game machine, or a personal computer. The network 5 is realized by, for example, a network such as a LAN (Local Area Network), the Internet, or a mobile phone network, or a network that combines these.
[0016] In the figure, player terminal 2a, player terminal 2b, and player terminal 2n are illustrated as n player terminals 2. However, in the following description, when the n player terminals 2 are not distinguished from one another, some of the reference numerals will be omitted and they will simply be referred to as "player terminals 2."
[0017] [Hardware configuration] Next, the hardware configuration of this embodiment will be described with reference to Fig. 2. Fig. 2 is a block diagram showing the hardware configuration of the server 1 and the hardware configuration of the player terminal 2 according to the embodiment of the present invention. Note that in the figure, the reference symbols corresponding to the hardware of the server 1 are written without parentheses, and the reference symbols corresponding to the hardware of the player terminal 2 are written with parentheses.
[0018] First, a description will be given of the hardware configuration of the server 1. As shown in Fig. 2, the server 1 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20.
[0019] The CPU 11 executes various processes according to a program recorded in the ROM 12 or a program loaded from the storage unit 18 into the RAM 13 .
[0020] The RAM 13 also stores data and the like necessary for the CPU 11 to execute various processes.
[0021] The CPU 11, the ROM 12, and the RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An input unit 16, an output unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0022] The input unit 16 is composed of various buttons, a touch panel, a microphone, etc., and inputs various information in response to instructions from an administrator of the server 1. The input unit 16 may be realized by an input device such as a keyboard or a mouse that is independent of a main body that houses the other parts of the server 1.
[0023] The output unit 17 outputs image data and music data to a display, a speaker, etc. The image data and music data output by the output unit 17 are output from the display, the speaker, etc. in such a way that the player can recognize them as images and music.
[0024] The storage unit 18 is configured with a semiconductor memory such as a dynamic random access memory (DRAM), and stores various data.
[0025] The communication unit 19 realizes communication with other devices. For example, the communication unit 19 communicates with the player terminal 2 via the network 5.
[0026] The drive 20 is provided as needed. Removable media 100, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is loaded into the drive 20 as needed. Programs for executing a game and various data such as image data are stored in the removable media 100. The programs and various data such as image data read from the removable media 100 by the drive 20 are installed in the storage unit 18 as needed.
[0027] Next, the hardware configuration of the player terminal 2 will be described. As shown in Fig. 2, the player terminal 2 includes a CPU 21, a ROM 22, a RAM 23, a bus 24, an input / output interface 25, an input unit 26, an output unit 27, a storage unit 28, a communication unit 29, and a drive 30. Each of these units has the same function as each unit of the same name, but with different reference numbers, included in the above-mentioned server 1. Therefore, duplicated descriptions will be omitted. When the player terminal 2 is configured as a portable device, each piece of hardware included in the player terminal 2 may be realized as an integrated device together with a display and a speaker.
[0028] [Functional configuration] Next, the functional configuration of the server 1 and the functional configuration of the player terminal 2 will be described with reference to FIG. FIG. 3 is a functional block diagram showing the functional configuration of the server 1 and the functional configuration of the player terminal 2 shown in FIG. 1 and FIG. 2, for executing processes such as multiple game cooperation processing and lottery game processing.
[0029] Here, the multiple game cooperation process refers to a series of processes for executing a first game, displaying a character object determined based on the game result of the first game, and then executing a second game. The lottery game process is a series of processes in which a lottery is conducted using in-game currency, and the player is given the right to select a specific type of character object based on the result of the lottery.
[0030] First, the functional configuration of the player terminal 2 will be described. When the multiple game cooperation process and the lottery game process are executed, as shown in FIG. 3, in the CPU 21, a game operation execution unit 211 and a player selection notification unit 212 function. In addition, in one area of the storage unit 28, a game operation data storage unit 281 is set.
[0031] The game operation execution unit 211 executes processing for operating a game. The game operation execution unit 211 operates the game based on game software contained in the game operation data storage unit 281 described later, the operation content related to the game by the player inputted from the input unit 26, and control instructions from the game operation control unit 111 described later.
[0032] Furthermore, the game operation executing unit 211 performs control processing to generate images for the game from image data contained in a game operation data storage unit 281 described below in association with the operation of the game, and to display the generated images on a display connected to the output unit 17. Similarly, the game operation executing unit 211 performs control processing to generate music and sounds for the game from music data and audio data contained in a game operation data storage unit 281 described below in association with the operation of the game, and to output the generated music and audio from a speaker connected to the output unit 17.
[0033] In this embodiment, predetermined parameters in the game operated by the game operation executing unit 211 are managed by the server 1. For example, parameters corresponding to information on which character the player owns, the character status, character objects selectable by the player, past game results, the amount of in-game currency owned in the game, and the like are managed by the server 1. Therefore, when a process occurs in the game that involves a change in these predetermined parameters (for example, a process that involves an increase or decrease in the value of a parameter, or a process that changes a flag indicating the state of a parameter), the game operation executing unit 211 updates the parameters managed by the server 1 by communicating with the server 1. The game operation executing unit 211 then receives the updated parameters from the server 1, and continues the game operation according to the updated parameters.
[0034] For example, the above-mentioned multiple game cooperation process and lottery game process are processes that involve changes in predetermined parameters. Therefore, when these processes occur, the game operation executing unit 211 communicates with the server 1 to update the parameters.
[0035] The first game may be any game that produces a predetermined game result, and the second game may be any game that uses a character object for display, as the games operated by the game operation execution unit 211. In other words, this embodiment can be applied to any game, without being limited by the game content or game genre. In this embodiment, as an example, a first game is a game in which a plurality of characters are regarded as race horses and these characters race to compete for rankings. Also, in this embodiment, as an example, a second game is a game in which characters participating in the first game perform a performance according to a piece of music.
[0036] Here, character objects (e.g., character costumes) in the second game are determined based on the ranking in the first game. For example, character objects selected by the player are used for characters ranked in the top three or higher in the first game. On the other hand, for the other characters, generic character objects corresponding to the game medium that determines the content of the second game (e.g., music, stage objects, or selected scenarios used in the second game) are used.
[0037] The first game and the second game may proceed automatically without requiring any operation by the player during the game. In this case, playing the first game and the second game includes simply watching the game proceed automatically without any operation by the player. The first and second games will be described in detail below with reference to FIGS.
[0038] The player selection notifying unit 212 notifies the server 1 of the selection made by the player. For example, the player selection notifying unit 212 accepts a selection of a character participating in the first game and the second game, a selection of a character object desired to be used when displaying this character, and a selection of a piece of music to be used in the second game, based on an operation by the player inputted from the input unit 26. Then, the player selection notifying unit 212 transmits the accepted selection made by the player to the server 1, thereby notifying the server 1 of the selection made by the player.
[0039] The communication with the server 1 by the game operation executing unit 211 and the player selection notifying unit 212 is performed using the communication unit 29. As described above with reference to Fig. 1, a network 5 for realizing communication exists between the player terminal 2 and the server 1, but this network 5 is not shown in Fig. 3.
[0040] The game operation data storage unit 281 stores various data required for the game operation execution unit 211 to operate the game. The various data for operating the game include, for example, game software, which is a program for executing the game, and image data, music data, and audio data for generating images and sounds for the game. In this embodiment, at least a part of the characters and backgrounds in the first game and the second game are displayed using three-dimensional computer graphics. Therefore, the game operation data storage unit 281 also stores polygon data, texture data, and the like for realizing display using three-dimensional computer graphics.
[0041] It should be noted that these various data for operating the game may be stored only in the game operation data storage unit 281 of the storage unit 28, or may be read out from the removable medium 100 by the drive 20 as appropriate. Furthermore, these various data may be appropriately transmitted from the server 1 or other devices such as a server (not shown) to the player terminal 2 by communication via the communication unit 29. In other words, the data may be appropriately downloaded as necessary.
[0042] Next, the functional configuration of the server 1 will be described. When multiple game linkage processing and lottery game processing are executed, as shown in FIG. 3, a game operation control unit 111, a first game control unit 112, a subset creation unit 113, a second game control unit 114, and a lottery game control unit 115 function in the CPU 11. In addition, a terminal management data storage unit 181 is set in one area of the storage unit 18.
[0043] The game operation control unit 111 controls the execution of processing for operating the game performed by the game operation execution unit 211. The game operation control unit 111 outputs the player's selection notified by the player selection notifying unit 212 to the first game control unit 112 and the second game control unit 114 described below. The game operation control unit 111 also acquires the results of processing related to the first game and the second game performed by the first game control unit 112 and the second game control unit 114 described below based on the player's selection. Then, the game operation control unit 111 transmits a control instruction based on the acquired processing result to the game operation execution unit 211 via the communication unit 29.
[0044] For example, in the case of the first game, the control instructions include the changes in the ranking and stamina value of each character during the course of the first game, and the final ranking of each character (i.e., the game result of the first game). Also, in the case of the second game, the control instructions include the placement and role of each character, the type of character object used to display each character, and the type of music to be used. Based on such control instructions, the game operation execution unit 211 generates images and the like simulating the contents of the first game or the second game, and outputs the generated images and the like from the output unit 27.
[0045] In this way, the player terminal 2 and the server 1 cooperate with each other, allowing the player to play the first game or the second game based on his / her own selection.
[0046] The first game control unit 112 performs processing related to the first game. For example, the first game control unit 112 determines characters participating in the first game and character objects used to display these characters based on the content of the player's selection acquired from the game operation control unit 111. Note that in the first game, a character that competes with the character selected by the player may be a character selected by another player, or may be an NPC (Non Player Character) managed by the server 1.
[0047] The first game control unit 112 also performs processing related to the first game based on the parameters of each character included in the character group participating in the first game and the rules of the first game. The first game control unit 112 then outputs the processing results, which are the changes in the ranking and stamina value of each character during the course of the first game, and the final ranking of each character (i.e., the game result of the first game), to the game operation control unit 111. The first game control unit 112 also outputs the processing results to the subset creation unit 113.
[0048] Based on the game result of the first game, the subset creation unit 113 creates a subset consisting of some of the characters included in the character group that participated in the first game, assuming that all characters included in this character group are considered to be a universal set. In this embodiment, as an example, the subset creation unit 113 creates a subset consisting of characters that were not included in the top three in the first game. In other words, the subset creation unit 113 creates a subset consisting of characters ranked in the top four or lower in the first game. The subset creation unit 113 outputs the created subset to the second game control unit 114.
[0049] The second game control unit 114 performs processing related to the second game. For example, the second game control unit 114 determines the characters participating in the second game, the character objects used to display the characters, and the music used in the second game, based on the content of the player's selection acquired from the game operation control unit 111. Also, the second game control unit 114 determines the placement and roles of characters in the second game based on the game result of the first game. For example, a character that achieved a high ranking in the first game is placed in a prominent position on the screen and is responsible for performing a variety of performances. Furthermore, it determines that characters included in the subset obtained from the subset creation unit 113 are displayed using general-purpose character objects, and characters not included in the subset are displayed using character objects selected by the player.
[0050] Then, the second game control unit 114 outputs the processing results, such as the characters participating in the second game, the character objects used to display these characters, the music used in the second game, and the positions and roles of the characters in the second game, to the game operation control unit 111. In this embodiment, since the processes related to the first game and the second game are collectively performed by the server, it is possible to reduce the processing load on the player terminal 2. Also, it is possible to prevent tampering with the processes related to the first game and the second game on the player terminal 2.
[0051] The characters participating in the second game are the same as the characters participating in the first game. However, in this embodiment, if the character selected by the player is included in the subset (i.e., if the character is ranked in the top four or lower in the first game), the second game is not displayed on the player terminal 2. In other words, in this embodiment, if the character selected by the player does not rank in the top three or higher, the player cannot play and watch the second game. Therefore, according to this embodiment, the player can further increase his motivation for the game results of the first game by having the purpose of playing and watching the second game.
[0052] The lottery game control unit 115 performs processing related to the lottery game. Specifically, the lottery game control unit 115 determines the amount of in-game currency to be consumed in the lottery based on the player's selection content acquired from the game operation control unit 111. Then, the lottery game control unit 115 consumes the determined amount of in-game currency to conduct the lottery. This lottery is performed based on a predetermined rule. For example, it is performed based on the processing result of an arithmetic processing based on a predetermined function.
[0053] Then, the lottery game control unit 115 grants the player the right to select a specific type of character object based on the lottery result. For example, the lottery game control unit 115 grants the player the right to randomly select a specific character object (as an example, a costume) based on the lottery result. This allows the player to newly select the character object in the first game or the second game if the player does not have the right to select the character object (i.e., if the player does not have the character object). On the other hand, if the player has the right to select that character object (i.e., if he / she possesses it), the player may be granted the right to select a different character object, or the player may not be granted the right to select a character object in this lottery game. Furthermore, depending on the result of the lottery, the lottery game control unit 115 may not grant the player the right to select a character object in the current lottery game. In other words, the lottery game may include a so-called losing option. Furthermore, the lottery game by the lottery game control unit 115 may be a lottery game for objects other than character objects. For example, based on the lottery result of the lottery game by the lottery game control unit 115, the player may be given the right to select a specific type of music or the right to select a specific type of character.
[0054] The in-game currency can be increased, for example, by the player paying a price. In this case, the player pays a price by cash settlement using a credit card or settlement using electronic money. In addition to this, the in-game currency may be increased by other methods. For example, the in-game currency may be increased by communication between players in the game or by achieving a predetermined event in the first game or the second game.
[0055] The terminal management data storage unit 181 stores management data related to the player terminal 2. As described above in the explanation of the game operation execution unit 211, the management data related to the player terminal 2 is a predetermined parameter in the game operated by the game operation execution unit 211. For example, parameters corresponding to information on which character the player possesses, the character's status, character objects selectable by the player, past game results, the amount of in-game currency possessed in the game, and the like are stored as management data. Note that when multiple player terminals 2 are connected to the server 1, the management data is managed for each player terminal 2 or for each player, based on the identification information of the player terminal 2, the identification information of the player, and the like.
[0056] [Operation] The functional blocks of the player terminal 2 and the server 1 have been described above. Next, the operations in the multiple game cooperation processing and the lottery game processing executed by the player terminal 2 and the server 1 will be described with reference to Figs. 4 to 13. Here, Fig. 4 is a sequence diagram explaining the flow of the multiple game cooperation processing. Also, Figs. 5 to 12 are schematic diagrams showing display examples in the first game and the second game operated in the multiple game cooperation processing. Furthermore, Fig. 13 is a sequence diagram explaining the flow of the lottery game processing.
[0057] [Multiple game linking processing] First, the multiple game linkage process will be described with reference to Fig. 4. The multiple game linkage process is executed, for example, when the player performs an operation requesting execution of the first game.
[0058] In step S11, the player selection notification unit 212 accepts a player selection. In step S12, the player selection notification unit 212 transmits the accepted player selection to the server 1, thereby notifying the player of the selection. In step S21, the first game control unit 112 performs processing related to the first game based on the player's selection notified in step S12. Then, the first game control unit 112 outputs the processing result to the game operation control unit 111.
[0059] In step S22, the game operation control unit 111 transmits to the player terminal 2 a control instruction relating to the operation of the first game based on the processing result in step S21. In step S13, the game operation execution section 211 operates the first game based on the control instructions for the first game transmitted in step S22.
[0060] In step S14, the game operation executing section 211 determines whether or not the game result of the first game, which is included in the control instruction for the first game transmitted in step S22, is a predetermined result. Here, in this embodiment, the game result of the first game is determined to be a predetermined result if the ranking of the character selected by the player is in the top three or higher. That is, if the ranking of the character selected by the player is in the top three or higher, it is determined as Yes in step S14 and the process proceeds to step S15. On the other hand, if the ranking of the character selected by the player is not in the top three or higher (that is, if it is in the top four or lower), it is determined as No in step S14 and the process ends.
[0061] On the other hand, in step S23, subset creation unit 113 judges whether or not the game result of the first game included in the processing result in step S21 was a predetermined result. Here, the criterion for judgment in step S23 is the same as the criterion for judgment in step S14. That is, if the ranking of the character selected by the player is in the top three or more, it is judged as Yes in step S23 and the processing proceeds to step S24. On the other hand, if the ranking of the character selected by the player is not in the top three or more (i.e., if it is in the top four or less), it is judged as No in step S23 and the processing ends.
[0062] In step S24, the subset creating section 113 creates a subset based on the game result of the first game, which is included in the processing result in step S21. In step S25, the second game control unit 114 performs processing for the second game based on the player selection notified in step S12 and the subset created in step S24. Then, the second game control unit 114 outputs the processing result to the game operation control unit 111.
[0063] In step S26, the game operation control unit 111 transmits to the player terminal 2 a control instruction relating to the operation of the second game, based on the processing result in step S25. In step S15, the game operation execution section 211 operates the second game based on the control instruction for the second game transmitted in step S26.
[0064] The above-described player terminals 2 and server 1 cooperate to execute a multiple game linkage process. In this case, in this embodiment, a subset is created in step S24 based on the game result of the first game, and the character object to be used for displaying the character in the second game is determined. That is, if the player has a high ranking in the first game, the character object to be used for displaying the character in the second game is the character object desired by the player. That is, in order to enjoy the second game more by playing the second game with the desired character object, the player needs to devise and prepare to improve the game result in the first game. Therefore, according to this embodiment, the player's interest in both the first game and the second game can be increased. That is, according to this embodiment, it is possible to increase the player's motivation for the game results in relation to the character object.
[0065] Furthermore, in this embodiment, the determinations made in steps S14 and S23 indicate that the character selected by the player is included in the subset (i.e., is ranked in the top four or lower in the first game), the second game is not displayed on the player terminal 2. In other words, in this embodiment, if the character selected by the player does not achieve a ranking in the top three or higher, the player is unable to play and appreciate the second game. Therefore, according to this embodiment, the player can further increase his or her motivation for the game results of the first game by having the objective of playing and appreciating the second game.
[0066] [Examples of the first and second games] Next, the transition of displays accompanying operations in the first game and the second game operated in the multiple game cooperation process will be described with reference to FIG. 5 to FIG.
[0067] FIG. 5 is a schematic diagram showing a display example of race information in the first game operated by the multiple game cooperation processing, and is displayed in response to a screen selection operation by the player in step S11 of FIG. 6. In this display example, as shown as display 51, a character currently selected by the player is displayed. This character wears, for example, a bib number corresponding to the race number in the race. Also, as shown as display 52, information on the race in which the player will participate in the first game is displayed. For example, the name of the race, the grade of the race, information on the race track, the weather, items that can be obtained as a reward in case of winning, etc. are displayed. Also, the player can change the running style of the character on this screen by operating a button displayed as display 53. For example, the running style can be selected from running styles conforming to horse racing, such as leading, passing, and closing in. This running style corresponds to a strategy that determines how to run in a race.
[0068] 6 is a schematic diagram showing an example of the display of status information in a first game operated in a multiple game cooperation process, which is displayed in response to a screen selection operation by a player in step S11 of FIG. 6. In this display example, a character is displayed as display 51, as in FIG. 5. Also, as shown in display 54, the status of this character is displayed. For example, as the character's status, the number of times the character can participate in a race, and the character's ability values such as speed, power, intelligence, stamina, and tenacity are displayed. The player can check the character's status by referring to display 54.
[0069] Moreover, the player can operate the button displayed as display 55 to change the music used in the second game on this screen. Furthermore, the player can operate a button displayed as display 56 to change the character object (here, as an example, the costume) used in the first game and the second game on this screen.
[0070] FIG. 7 is a schematic diagram showing a display example of a preparation screen before a race in a first game operated by a multiple game cooperation process, and is displayed in response to a screen selection operation by a player in step S11 of FIG. 6. In this display example, as shown as display 57, information about the race to be participated in in the first game is displayed. For example, information included in display 52 in FIG. 5 is displayed. Also, as shown as display 58, characters scheduled to participate in the race are displayed. For example, the running style of each character and the odds (popularity) of each character are displayed. By referring to display 58, the player can check the running style, odds (popularity), etc. of other characters.
[0071] Fig. 8 is a schematic diagram showing an example of the display of a race list in a first game operated by a multiple game linkage process, which is displayed at the start of the first game in step S13 in Fig. 6. In this display example, as shown as display 59, information similar to displays 57 and 58 in Fig. 7 is displayed. The player can start a race in the first game on this screen by operating a button displayed as display 60.
[0072] Fig. 9 is a schematic diagram showing a display example at the start of a race in the first game operating in a multiple game cooperation process, which is displayed at the start of a race in the first game in step S13 in Fig. 6. In this display example, as shown as display 61 and display 62, each character (corresponding to display 62) is preparing to start at a gate-type starting gate (corresponding to display 61) as a stage for the race. Each character is displayed in three-dimensional computer graphics using polygons, using a character object (here, a costume as an example) selected by the player corresponding to each character.
[0073] FIG. 10 is a schematic diagram showing a display example at the end of a race in the first game operated by the multiple game cooperation process, and is displayed at the end of the race in the first game in step S13 of FIG. 6. In this display example, as shown in display 63, the current ranking of each character is displayed by the race number. Also, as shown in display 64, the running state of each character is displayed. Furthermore, as shown in display 65, the ranking of the character selected by the player and announcements regarding the race are displayed. The player can check the progress of the race by referring to this screen.
[0074] 11 is a schematic diagram showing a display example at the start of a performance (hereinafter referred to as a "live performance") according to a song in a second game operated by a multiple game cooperation process, and is displayed at the start of the second game in step S15 of FIG. 6. In this display example, as shown by display 66, display 67, and display 68, the characters that placed in the top three or more in the first game are placed in the center of the stage. These three characters are displayed in three-dimensional computer graphics using polygons, using character objects (here, costumes as an example) selected by the players corresponding to the respective characters.
[0075] On the other hand, as shown in display 69 and display 70, the characters who placed in the top four or lower in the first game (i.e., the characters included in the subset) are displayed as so-called back-up dancers in three-dimensional computer graphics using polygons, using general-purpose character objects (here, costumes as an example) corresponding to the game medium that determines the content of the second game. Also, as shown in display 71, the titles, lyricist names, and composer names of the songs in the live performance are displayed.
[0076] In this way, the characters that rank in the top three or more in the first game are displayed using the character object (here, as an example, a costume) selected by the player and perform in a prominent central position, which can increase the satisfaction of players who have an attachment to the characters. Therefore, as described above, it is possible to increase the motivation of the players regarding the game results of the first game.
[0077] FIG. 12 is a schematic diagram showing an example of the display of the entire live performance in the second game operated by the multiple game cooperation process, and is displayed according to the camera work in the second game in step S15 of FIG. 6. Display 66 to display 70 are as described above with reference to FIG. 11. In this display example, as shown as display 73, a display imitating an audience watching a live performance is performed. In this case, the audience shown as display 73 can be animated according to the music to create a more realistic feeling of the live performance. Note that the audience does not have to be displayed in the form of people, and may be displayed as, for example, glow sticks or penlights that the audience holds and waves.
[0078] Then, each character's performance, such as dancing with choreography that matches the music, is realized by animation using 3D polygons. The motion of this performance, such as dancing, is set differently for each placement (position) in the live performance. This motion is generated by motion capture, which is realized by, for example, attaching sensors to the person who actually performs the performance, such as dancing, and measuring their movements.
[0079] In this case, the motions of all parts of the character may be generated in advance and animation may be realized using 3D polygons accordingly, but the motions of some parts of the character may be animated by performing physical calculations in real time. For example, the motions of some parts of the character (for example, skirts or hair) may be animated by performing physical calculations in real time that take into account gravity, inertial force, centrifugal force, and the like in a virtual physical space. This makes it possible, for example, to differentiate between characters by varying the fluttering expression of skirts, hair, and the like, even when multiple characters dance with the same motion. In addition, the cost required to generate the motions of all parts of a character using motion capture can be reduced.
[0080] In addition, the live display is an imitation of an image captured by a camera of the stage. In this case, the camera position, imaging angle, and field of view relative to the stage may be fixed, but in order to create a sense of realism, the camera position, imaging angle, and field of view may be changed according to specified camera work.
[0081] Next, the display of each character described above will be explained in more detail with reference to FIG. 5 to FIG. In this embodiment, all characters are displayed using 3D polygons. Each character is managed by a character ID and has its own unique head data. In this case, the body data of each character may also be unique, but doing so would increase the amount of data and calculation required to display them using 3D polygons. Therefore, for example, if the characters ranked in the top four or lower in the first game (i.e., the characters included in the subset) are to be displayed as back-up dancers who are less noticeable in a live performance, the body data of each character may be partly shared.
[0082] In this case, for example, multiple types of polygon data corresponding to height, chest circumference, and weight are prepared as common data rather than specific to each character. Then, each character can be displayed using polygon data selected from the multiple types of polygon data. In other words, the characters can be displayed by combining the common polygon data. Similarly, multiple types of texture data can be prepared according to skin color, etc., and each character can be displayed using texture data selected from the multiple types of texture data.
[0083] On the other hand, if a character ranked in the top three or more in the first game is displayed using a character object selected by the player (here, as an example, a costume), and this costume is unique to the character, then polygon data and texture data for the character's body can be prepared and the character can be displayed using this unique polygon data and texture data.
[0084] By doing this, the bodies of the top three or more characters in the first game become unique to each character, further increasing the satisfaction of players who have an attachment to their characters. On the other hand, by displaying the other characters using common body data, the amount of data and calculations required to display them using 3D polygons can be reduced overall.
[0085] Similarly, in order to reduce the amount of data and calculation required to display the character objects using 3D polygons, the amount of data for the costumes of the characters ranked in the top three or higher in the first game (here, as an example, costumes) may be made different from the amount of data for the costumes of the characters ranked in the top four or lower in the first game. For example, the amount of data for the costumes of the characters ranked in the top four or lower in the first game may be made smaller than that for the costumes of the characters ranked in the top three or higher. In particular, when there are a large number of characters ranked in the top four or lower in the first game, the amount of data and calculation required to display the character objects using 3D polygons can be greatly reduced by reducing the amount of data for those costumes. Furthermore, as mentioned above, when performing real-time physical calculations on the motions of some body parts of a character to create animation, the number of body parts that are the subject of physical calculations for characters ranked in the top four or lower in the first game may be reduced compared to characters ranked in the top three or higher. This also makes it possible to greatly reduce the amount of data and calculations required to display the characters using 3D polygons.
[0086] In summary, it is preferable to make the load required to display characters ranked in the top four or lower in the first game lower than the load required to display characters ranked in the top three or higher in the first game. In order to reduce the load required to display characters, for example, each piece of data for displaying characters ranked in the top four or lower in the first game should relatively satisfy the following <Conditions for reducing the load required for display> compared to each piece of data for displaying characters ranked in the top three or higher in the first game.
[0087] <Conditions for reducing the load required for display> -3D polygons have a small number of vertices - Fewer bones required to move 3D polygons - Fewer joints are required to move 3D polygons -Low texture resolution - Texture data is small Lighting processing has been simplified. Material processing is now simpler Other rendering processes are simpler and less demanding.
[0088] [Lottery game processing] The lottery game process will be described with reference to Fig. 13. The lottery game process is executed, for example, when a player performs an operation requesting execution of a lottery game.
[0089] In step S31, the player selection notification unit 212 accepts a player's selection. Specifically, the player selection unit 212 accepts the selection of the amount of compensation (e.g., in-game currency) for playing the lottery game. In step S32, the player selection notification unit 212 transmits the accepted player's selection to the server 1, thereby notifying the player of the selection.
[0090] In step S41, the lottery game control unit 115 performs processing related to the lottery game based on the player's selection notified in step S32. Then, the lottery game control unit 115 outputs the processing result to the game operation control unit 111.
[0091] In step S42, the game operation control unit 111 transmits, to the player terminal 2, a control instruction relating to the operation of the lottery game, based on the processing result in step S41. In step S33, the game operation executing unit 211 operates the lottery game based on the control instruction for the lottery game transmitted in step S22.
[0092] On the other hand, in step S43, the lottery game control unit 115 judges whether or not the game result of the lottery game included in the processing result in step S41 is a predetermined result. Here, in this embodiment, if the game result of the lottery game is a result in which a new character object (here, a costume as an example) can be selected, it is judged to be a predetermined result. That is, if the game result of the lottery game is a result in which a new character object (here, a costume as an example) can be selected, it is judged as Yes in step S43 and the processing proceeds to step S44. On the other hand, if the game result of the lottery game is not a result in which a new character object (here, a costume as an example) can be selected, it is judged as No in step S43 and the processing ends.
[0093] In step S44, the lottery game control unit 115 rewrites the data in the terminal management data storage unit 181, and sets the new character object (here, a costume as an example) as a character object that the player can select.
[0094] By rewriting the data in step S44 in the lottery game process as described above, the player can select this character object in the subsequent cooperative game process. As described above in the explanation of the lottery game control unit 115, the lottery game may grant the player the right to select a specific type of music or the right to select a specific type of character.
[0095] The above describes the embodiments of the present invention. Note that the present invention is not limited to the above-described embodiments, and modifications and improvements that can achieve the object of the present invention are included in the present invention. In other words, the present invention can be widely applied to a variety of games.
[0096] In the above embodiment, the server 1 and the player terminal 2 to which the present invention is applied are described as server devices, game machines, and smartphones, but are not limited thereto. The present invention can be applied to electronic devices in general that have information processing functions.
[0097] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configuration shown in Fig. 3 is merely an example and is not particularly limited. In other words, it is sufficient that the server 1 and the player terminal 2 are provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not particularly limited to the example in Fig. 3.
[0098] The functional configurations of the server 1 and the player terminals 2 may be realized by a single device, or the functions of the server 1 may be distributed among a plurality of server devices and realized by a plurality of devices. Furthermore, one functional block may be configured as a single piece of hardware, a single piece of software, or a combination of both.
[0099] The functional configuration in this embodiment is realized by a processor that executes arithmetic processing, and processors that can be used in this embodiment include those that are composed of various types of processing devices alone, such as single processors, multiprocessors, and multicore processors, as well as those that combine these various types of processing devices with processing circuits such as ASICs (Application Specific Integrated Circuits) and FPGAs (Field-Programmable Gate Arrays).
[0100] When the series of processes is executed by software, the program constituting the software is installed into a computer or the like from a network or a recording medium. The computer may be a computer built into dedicated hardware, or may be a computer capable of executing various functions by installing various programs, such as a general-purpose personal computer.
[0101] The recording medium including such a program may be constituted not only by the removable medium 100 in FIG. 2 that is distributed separately from the device main body in order to provide the player with the program, but also by a recording medium provided to the player in a state in which it is pre-installed in the device main body. The removable medium 100 may be constituted, for example, by a magnetic disk (including a floppy disk), an optical disk, or a magneto-optical disk. The optical disk may be constituted, for example, by a CD-ROM (Compact Disk-Read Only Memory), a DVD (Digital Versatile Disk), a Blu-ray (registered trademark) Disc, or the like. The magneto-optical disk may be constituted, for example, by an MD (Mini-Disk) or the like. The recording medium provided to the player in a state in which it is pre-installed in the device main body may be constituted, for example, by the ROM 12 in FIG. 2 in which the program is recorded, the ROM 22 in FIG. 2, the memory unit 18 in FIG. 2, or a semiconductor memory included in the memory unit 28 in FIG. 2.
[0102] In this specification, the steps described in the program recorded on the recording medium include not only processes performed in chronological order, but also processes that are not necessarily performed in chronological order but are performed in parallel or individually. Furthermore, the steps performed by the program recorded on the recording medium may be performed in any order without departing from the spirit of the present invention.
[0103] Although the embodiment of the present invention has been described above, this embodiment is merely an example and does not limit the technical scope of the present invention. The present invention can take various other embodiments, and further, various modifications such as omissions and substitutions can be made without departing from the gist of the present invention. These embodiments and their modifications are included in the scope and gist of the invention described in this specification, etc., and are included in the scope of the invention described in the claims and their equivalents. For example, the embodiment of the present invention may be modified as follows.
[0104] <First Modification> The above-described embodiment is a client-server system, in which the player terminals 2 and the server 1 cooperate to execute the multiple game linkage process and the lottery game process. However, the present embodiment is not limited to this, and the multiple game linkage process and the lottery game process may be executed by a single device. This modified example will be described with reference to Figs. 14 to 16. In the description of this modification and the other modifications below, the contents that overlap with the description of the above embodiment will not be explained again, and only the contents specific to each modification will be explained in detail.
[0105] [Hardware configuration] The hardware configuration of the information processing device 3 that realizes this modification will be described. The information processing device 3 includes a CPU 31, a ROM 32, a RAM 33, a bus 34, an input / output interface 35, an input unit 36, an output unit 37, a storage unit 38, a communication unit 39, and a drive 40. Each of these pieces of hardware has the same functions as the hardware of the same name, but with different reference numbers, that is included in the above-mentioned server 1 and player terminal 2. Therefore, illustrations and overlapping descriptions will be omitted. Note that in this modification, the communication unit 39 is not essential, so the communication unit 39 may be omitted. The information processing device 3 can be realized by, for example, a stationary game machine, a portable game machine, a personal computer, or the like.
[0106] [Functional configuration] The functional configuration of the server 1 and the functional configuration of the player terminal 2 will be described with reference to the drawings. FIG. 3 is a functional block diagram showing a functional configuration for executing processes such as a multiple game cooperation process and a lottery game process, among the functional configurations of the information processing device 3. As shown in FIG. When multiple game linkage processing and lottery game processing are executed, as shown in FIG. 14, in the CPU 31, a game operation control unit 311, a first game control unit 312, a subset creation unit 313, a second game control unit 314, a lottery game control unit 315, and a game operation execution unit 316 function. In addition, in one area of the storage unit 28, a terminal management data storage unit 381 and a game operation data storage unit 382 are set.
[0107] Each of these functional blocks has the same function as each functional block with the same name but different reference numerals that are provided in the above-mentioned server 1 and player terminal 2. Therefore, duplicated explanations will be omitted. However, as a difference, in this modified example, since there is no need to perform notification between devices, there is no functional block equivalent to the player selection notification unit 212.
[0108] [Operation] The functional blocks of the information processing device 3 have been described above. Next, the operations in the multiple game linkage processing and lottery game processing executed by the information processing device 3 will be described with reference to Fig. 15 and Fig. 16. Here, Fig. 15 is a sequence diagram explaining the flow of the multiple game linkage processing in this modified example. Also, Fig. 16 is a sequence diagram explaining the flow of the lottery game processing in this modified example.
[0109] [Multiple game linking processing] First, the multiple game linkage process will be described with reference to Fig. 15. The multiple game linkage process is executed, for example, when the player performs an operation requesting execution of the first game.
[0110] In step S51 (corresponding to step S11 in FIG. 6), the game operation control unit 311 accepts a player's selection. In step S52 (corresponding to step S21 in FIG. 6), the first game control unit 312 performs processing related to the first game based on the player's selection accepted in step S51. Then, the first game control unit 312 outputs the processing result to the game operation control unit 311.
[0111] In step S53 (corresponding to step S22 in FIG. 6), the game operation control unit 311 outputs a control instruction relating to the operation of the first game to the game operation executing unit 316 based on the processing result in step S52. In step S54 (corresponding to step S13 in FIG. 6), the game operation execution section 316 operates the first game based on the control instructions for the first game output in step S52.
[0112] In step S55 (corresponding to step S14 in FIG. 6), the game operation executing unit 316 determines whether or not the game result of the first game, which is included in the control instructions for the first game output in step S52, is a predetermined result. Here, the criteria for determination in step S55 are the same as the criteria for determination in step S14. That is, if the ranking of the character selected by the player is in the top three or more, the determination in step S55 is Yes, and the process proceeds to step S56. On the other hand, if the ranking of the character selected by the player is not in the top three or more (that is, if it is in the top four or less), the determination in step S55 is No, and the process ends.
[0113] In step S56 (corresponding to step S24 in FIG. 6), the subset creating section 313 creates a subset based on the game result of the first game, which is included in the processing result in step S52. In step S57 (corresponding to step S25 in FIG. 6), the second game control unit 314 performs processing for the second game based on the player selection accepted in step S51 and the subset created in step S56. Then, the second game control unit 314 outputs the processing result to the game operation control unit 311.
[0114] In step S58 (corresponding to step S26 in FIG. 6), the game operation control unit 311 outputs a control instruction relating to the operation of the second game to the second game control unit 314 based on the processing result in step S57. In step S59 (corresponding to step S15 in FIG. 6), the second game control unit 314 operates the second game based on the control instructions for the second game output in step S58.
[0115] Through the operations described above, the multiple game cooperation process can be executed by the single information processing device 3. Note that the effects of this process are similar to those of the above-described embodiment.
[0116] [Lottery game processing] The lottery game process will be described with reference to Fig. 16. The lottery game process is executed, for example, when a player performs an operation requesting execution of a lottery game.
[0117] In step S61 (corresponding to step S31 in FIG. 13), the lottery game control unit 315 accepts a selection by the player. Specifically, the lottery game control unit 315 accepts a selection of the amount of compensation (for example, in-game currency) for playing the lottery game.
[0118] In step S62 (corresponding to step S41 in FIG. 13), the lottery game control unit 315 performs processing related to the lottery game based on the player's selection accepted in step S61. Then, the lottery game control unit 315 outputs the processing result to the game operation control unit 311.
[0119] In step S63 (corresponding to step S42 in FIG. 13), the game operation control unit 311 outputs a control instruction relating to the operation of the lottery game to the game operation executing unit 316 based on the processing result in step S62. In step S64 (corresponding to step S33 in FIG. 13), the game operation executing unit 316 operates the lottery game based on the control instruction for the lottery game output in step S63.
[0120] In step S65 (corresponding to step S43 in FIG. 13), the game operation control unit 311 judges whether or not the game result of the lottery game included in the control instruction for the lottery game transmitted in step S63 is a predetermined result. Here, the judgment criteria in step S65 are the same as the judgment criteria in step S43. That is, if the game result of the lottery game is that a new character object (here, a costume as an example) can be selected, the judgment in step S65 is Yes, and the process proceeds to step S66. On the other hand, if the game result of the lottery game is not that a new character object (here, a costume as an example) can be selected, the judgment in step S65 is No, and the process ends.
[0121] In step S66 (corresponding to step S44 in FIG. 13), the lottery game control unit 315 rewrites the data in the terminal management data storage unit 381, and sets the new character object (here, a costume as an example) as a character object that the player can select.
[0122] By the operations described above, the lottery game process can be executed by the information processing device 3 alone. Note that the effect of this process is the same as in the above-described embodiment.
[0123] <Second Modification> In the above embodiment, the first game is a racing game in which the characters race and the final ranking (i.e., the character order) is determined. However, the first game is not limited to this, and other types of games may be played.
[0124] For example, instead of each character competing to the end, the first game may be a game in which each character competes against a large number of people and losers are eliminated first, or a game in which characters who make a certain mistake or the like are eliminated first. In this case, the ranking is determined from the lowest ranked character in the order in which they are eliminated, and the character that remains until the end will be ranked first. Then, similar to a racing game, a character object to be used to display characters in the second game may be determined based on this ranking.
[0125] As another example, a battle-style game between multiple teams may be played as the first game. In this case, the subset creation unit 113 creates a subset using characters included in the losing team. As a result, in the second game, the characters included in the losing team are displayed as back-up dancers using generic character objects. Meanwhile, the characters included in the winning team are displayed as main dancers placed in the center of the stage using character objects selected by the player. Note that, in the case of this example, the characters constituting each team may be multiple or single. Also, the number of characters constituting each team may be the same or different.
[0126] <Third Modification> In the above embodiment, the live performance in the second game was performed with the music selected by the player for the characters ranked in the top three or more in the first game. In other words, if the music selected by each player was different, the live performance in the second game was performed with the music selected by each player on the player terminal 2 of each player who owns a character ranked in the top three or more. This is in consideration of the case where each player has the right to select different music.
[0127] However, this is not limiting, and in cases where the music that each player has the right to select is the same, the live performance in the second game may be performed with the same music on the respective player terminals 2 of the players who own the top three or more characters. For example, the live performance in the second game may be performed with the music selected by the player who owns the character that ranked first in the first game.
[0128] <Fourth Modification> In the above-described embodiment, the subset creating unit 113 creates one subset. However, the present invention is not limited to this, and the subset creating unit 113 may create a plurality of subsets. For example, when there are ten characters participating in the first game, a first subset may be created from the characters ranked from the top four to the top six, and a second subset may be created from the characters ranked from the top seven to the top ten. Then, in the live performance of the second game, the characters included in the first subset may be displayed using a first general-purpose costume, and the characters included in the second subset may be displayed using a second general-purpose costume. This allows for more diverse performances in the live performance.
[0129] <Fifth Modification> In the above-described embodiment, each character is displayed live using three-dimensional computer graphics that utilize polygons. However, the present invention is not limited to this, and each character may be displayed using animation in which a plurality of images (e.g., illustrations) are continuously switched between. Also in this case, similarly to the case where polygons are used, the display method may be different between characters who are in the top three or more in the first game and characters who are in the top four or less in the first game (i.e., characters included in a subset). For example, for characters who are in the top four or less in the first game, similarly to the case where polygons are used, the head may be displayed using an image unique to each character, while the body of the character and a part of the character object (for example, a costume, as an example) may be displayed using a common image rather than an image unique to each character. Also, when each character is displayed by animation in which a plurality of images are successively switched, the image of the entire character may be successively switched, or images of each part of the character may be successively switched. By using common images and switching some of the images in this way, the total amount of image data required to display each character can be reduced. [Explanation of symbols]
[0130] 1···Server, 2··Player terminal, 3··Information processing device, 5··Network, 11, 21, 31··CPU, 12, 22, 32··ROM, 13, 23, 33··RAM, 14, 24, 34··Bus, 15, 25, 35··I / O interface, 16, 26, 36··Input section, 17, 27, 37··Output section, 18, 28, 38··Memory section, 19, 29, 39··Communication section, 20, 30, 40·· Drive, 100, removable media, 111, 311, game operation control unit, 112, 312, first game control unit, 113, 313, subset creation unit, 114, 314, second game control unit, 115, 315, lottery game control unit, 181, 381, terminal management data storage unit, game operation execution unit 211, 316, game operation execution unit, 212, player selection notification unit, S, information processing system
Claims
1. a reception function for receiving a selection of a character object of a character to be caused to participate in the second game from a player; a first game control function for playing a first game with a character associated with a character object selected by the player and determining a game result of each character in the first game; a game linking function of playing a second game in which a character object for each character is determined based on the game result of the first game and the determined character object is displayed on a display medium; a second game control function that performs, as a control in the second game, a first control for displaying, on the display medium, at least a part of a character object based on a character for which the game result determined by the first game control function is a specific result, without using a character object selected by the player, by using a character object corresponding to a game medium that determines the content of the second game, and a second control for displaying, on the display medium, at least a part of a character object based on a character for which the game result determined by the first game control function is an advantageous result excluding the specific result, by using a character object selected by the player; This is realized on a computer. An information processing program in which a character object corresponding to a game medium that determines the content of the second game is a character object that requires a lower load to be displayed on the display medium than a character object selectable by the player.
2. 2. The information processing program according to claim 1, The first control performed by the second game control function is an information processing program that displays, for a character for which the game result determined by the first game control function is a specific result, at least a part of a character object based on the character on the display medium using a character object corresponding to a music piece of the second game.
3. An information processing system including a terminal and a server communicably connected to the terminal, The terminal includes: a receiving means for receiving a selection of a character object of a character to be caused to participate in the second game from a player; a notification means for notifying the server of a character object of a character to be caused to participate in the second game selected by the player and accepted by the acceptance means; a display medium for displaying a first game and the second game; Equipped with The server, a first game control means for playing the first game with a character associated with the character object selected by the player notified by the notifying means, and determining a game result of each character in the first game; a game cooperation means for playing a second game in which a character object for each character is determined based on the game result of the first game and the determined character object is displayed on the display medium; a second game control means for performing, as a control in the second game, a first control for displaying, on the display medium, at least a part of a character object based on a character for a character for which the game result determined by the first game control means is a specific result, without using a character object selected by the player, by using a character object corresponding to a game medium that determines content of the second game, and a second control for displaying, on the display medium, at least a part of a character object based on a character for a character for which the game result determined by the first game control means is an advantageous result excluding the specific result, by using a character object selected by the player; a display control means for controlling the display of the first game and the second game on the display medium; Equipped with An information processing system in which a character object corresponding to a game medium that determines the content of the second game is a character object that requires a lower load to be displayed on the display medium than a character object selectable by the player.
4. a receiving means for receiving a selection of a character object of a character to be caused to participate in the second game from a player; a display medium for displaying a first game and the second game; a first game control means for playing the first game with a character associated with the character object selected by the player and selected by the selection means, and determining a game result of each character in the first game; a game cooperation means for playing a second game in which a character object for each character is determined based on the game result of the first game and the determined character object is displayed on the display medium; a second game control means for performing, as a control in the second game, a first control for displaying, on the display medium, at least a part of a character object based on a character for a character for which the game result determined by the first game control means is a specific result, without using a character object selected by the player, by using a character object corresponding to a game medium that determines content of the second game, and a second control for displaying, on the display medium, at least a part of a character object based on a character for a character for which the game result determined by the first game control means is an advantageous result excluding the specific result, by using a character object selected by the player; a display control means for controlling the display of the first game and the second game on the display medium; Equipped with An information processing device in which a character object corresponding to a game medium that determines the content of the second game is a character object that requires a lower load to be displayed on the display medium than a character object selectable by the player.
Citation Information
Patent Citations
Game system and program
JP2018094247A