PROGRAM AND INFORMATION PROCESSING APPARATUS

The program and information processing device address the issue of player immersion loss during game interruptions by storing and recalling event progress information, ensuring a continuous and engaging gaming experience.

JP7665987B2Active Publication Date: 2025-04-22SEGA CORP
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Patent Information

Application Number
JP2021005827
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-01-18
Publication Date
2025-04-22
Estimated Expiration
2041-01-18

AI Technical Summary

Technical Problem

In games, players often experience a loss of immersion due to game interruptions (saves) or restarts (loading), as they may forget previously executed in-game events (story), leading to a disjointed gaming experience.

Method used

A program and information processing device that stores event progress information, acquires and extracts relevant events, and outputs recollection images based on these events when the game is resumed, ensuring players can recall important events and maintain immersion.

Benefits of technology

Prevents players from losing their sense of immersion by providing a recollection of important events, thus enhancing the gaming experience by maintaining continuity and engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To inhibit a player's absorption in a game from being impaired.SOLUTION: A program causes a computer to function as: storage means 40 for storing event progress information at an interruption time point at which a player interrupts a game; acquisition means 42 for acquiring an event that has been generated or achieved from the event progress information; extraction means 44 for extracting events in the number according to a period from the interruption time point to a resumption time point at which the game is resumed out of the acquired events; and control means 46 for outputting, on a screen, a recollection image based on each of the extracted events when resuming the game.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing device.

[0002] 2. Description of the Related Art Conventionally, games have been known in which a character assigned to a player is caused to carry out various game events (for example, conversation, exploration, combat, etc.) to allow the player to enjoy a story.

[0003] In this regard, Patent Document 1 discloses a technique for increasing interest by dividing one game content along a story into a plurality of sub-contents. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2014-8067 A Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, when the player pauses (saves) and resumes (loads) the game, the player may lose memory of the events (story) that have taken place in the game up to that point, which can cause the player to lose their sense of immersion in the game.

[0006] The present invention has been made in consideration of such problems, and has an object to provide a program and an information processing device that can prevent the player's sense of immersion in the game from being lost. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: a storage means for storing event progress information at the time when a player pauses a game; an acquisition means for acquiring events that have occurred or been achieved from the event progress information; an extraction means for extracting from the acquired events a number of events corresponding to the period from the time when the game is paused to a time when the game is resumed; and a control means for outputting to a screen, when the game is resumed, flashback images based on each of the extracted events.

[0008] In a second aspect of the present invention, the extraction means extracts more events as the period is longer.

[0009] In a third aspect of the present invention, an importance level is set for the events, and the extraction means preferentially extracts events having a high importance level from the acquired events.

[0010] In a fourth aspect of the present invention, the event progress information includes a date and time of occurrence or a date and time of achievement of an event, and the extraction means preferentially extracts, from the acquired events, an event that has occurred or been achieved most recently.

[0011] In a fifth aspect of the present invention, the acquisition means acquires player information relating to the player, and the extraction means extracts a number of events according to the player information.

[0012] In a sixth aspect of the present invention, the player information includes an evaluation value based on play details of the game, and the extraction means extracts a number of events according to the evaluation value.

[0013] In a seventh aspect of the present invention, the evaluation value is higher the longer the play time of the event by the player, and the extraction means extracts more events as the evaluation value is higher.

[0014] In an eighth aspect of the present invention, the evaluation value becomes high when the player performs the same action, and the extraction means extracts more events as the evaluation value becomes higher.

[0015] In a ninth aspect of the present invention, the player information includes an age of the player, and the extraction means extracts a number of events according to the age.

[0016] In addition, a program according to a tenth aspect of the present invention causes a computer to function as: a storage means for storing event progress information at the time when the player paused the game; an acquisition means for acquiring player information about the player and events that have occurred or been achieved from the event progress information; an extraction means for extracting a number of events from the acquired events according to the player information; and a control means for outputting a flashback image based on each of the extracted events on a screen.

[0017] In addition, an information processing device according to an eleventh aspect of the present invention comprises a storage means for storing event progress information at the interruption point when a player interrupts a game, an acquisition means for acquiring events that have occurred or been achieved from the event progress information, an extraction means for extracting from the acquired events a number of events corresponding to a period from the interruption point to a restart point when the game is restarted, and a control means for outputting to a screen, when the game is restarted, flashback images based on each of the extracted events.

[0018] In addition, an information processing device according to a twelfth aspect of the present invention comprises a storage means for storing event progress information at the time when the player paused the game, an acquisition means for acquiring player information about the player and events that have occurred or been achieved from the event progress information, an extraction means for extracting a number of events from the acquired events according to the player information, and a control means for outputting a flashback image based on each of the extracted events to a screen. Effect of the Invention

[0019] According to the present invention, it is possible to prevent the player's sense of immersion in the game from being impaired. [Brief description of the drawings]

[0020] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Diagram 2] 2 is a diagram illustrating an example of a hardware configuration of a video game machine as a terminal device illustrated in FIG. 1. [Diagram 3] FIG. 2 is a block diagram showing an example of a functional configuration of a terminal device. [Figure 4] 4 is a flowchart showing an example (specific example 1) of the flow of processes performed by each functional unit shown in FIG. 3 in the game system according to the present embodiment. [Diagram 5] 5A and 5B are diagrams showing examples of a recollection image according to the present embodiment, in which Fig. 5A shows a recollection image when the period from the save date and time to the current date and time is short, and Fig. 5B shows a recollection image when the period from the save date and time to the current date and time is long. [Figure 6] 4 is a flowchart showing an example (specific example 2) of the flow of processes performed by each functional unit shown in FIG. 3 in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] Hereinafter, an embodiment of the present invention (hereinafter, referred to as "the present embodiment") will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0022] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0023] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0024] The server device 10 is an information processing device (computer) that provides a game program 14 to each terminal device 12 via the communication network NT. The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be composed of a single information processing device, or may be composed of multiple information processing devices distributed over the communication network NT.

[0025] Each terminal device 12 is an information processing device (computer) owned by each player, which downloads a game program 14 from the server device 10 or reads the game program 14 from a storage medium (e.g., game software) and then executes the game program 14 to provide a game to each player. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0026] <Hardware configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a video game machine serving as the terminal device 12 shown in FIG.

[0027] 2, the terminal device 12 includes a control device 20, an input device 26, a communication device 28, and a storage device 30. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 30, thereby functioning as various functional means. The details of these functional means will be described later. The control device 20 is connected to an input device 26, a communication device 28, a storage device 30, a speaker 32, and a display 34. The control device 20 has a function of inputting and outputting information between these connected devices.

[0029] The input device 26 has a function of accepting input operations from a player. The input device 26 is, for example, a controller including a joystick, a cross key, buttons, a touch pad, and the like.

[0030] The communication device 28 is connected to the communication network NT, and transmits and receives various types of information to and from other devices, such as the server device 10, connected to the communication network NT.

[0031] The storage device 30 is composed of a hard disk, a storage medium, etc. The storage device 30 stores various programs and various information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes. The storage device 30 stores various programs and various data, such as game progress information and play data of the game program 14. The play data may be stored in the server device 10.

[0032] The speaker 32 has a function of outputting game sounds and the like.

[0033] The display 34 has a function of outputting (displaying) a game screen and the like.

[0034] 2 shows only a part of the main hardware configuration of the terminal device 12, and the terminal device 12 may include other configurations that are generally included in video game machines, smartphones, etc. Specifically, the terminal device 12 may include a speaker 32 and a display 34. Furthermore, the input device 26 and the display 34 may be touch panels. Furthermore, the hardware configuration of the server device 10 may be the same as that of the terminal device 12 .

[0035] <Functional means> FIG. 3 is a block diagram showing an example of the functional configuration of the terminal device 12. As shown in FIG.

[0036] 3, the terminal device 12 comprises, as functional components, a storage means 40, an acquisition means 42, an extraction means 44, and a control means 46. The storage means 40 is realized by one or more storage devices 30. The functional means other than the storage means 40 are realized by the control device 20 executing the game program 14 stored in the storage devices 30 or the like.

[0037] The storage means 40 is a functional means for storing player information 40A, event information 40B, and the like.

[0038] The player information 40A is stored in association with the player ID of each player who uses the terminal device 12. The player information 40A includes, as information about the player, the player's name, age, event progress information, evaluation value, and save data. The name and age of the player are registered, for example, by the player inputting them using the controller. The event progress information includes, for example, the occurrence date and time, achievement date and time, and play time of the event for each event in the game described later. The occurrence date and time includes the date and time when the event occurred. Note that the occurrence date and time of an event that has not occurred includes "#N / A". The achievement date and time includes the date and time when the player (player character) achieved the event that occurred. Note that the achievement date and time of an event that the player has not achieved includes "#N / A". The play time includes the game play time (elapsed time) from the date and time when the event occurred if the player has not achieved the event, and includes the game play time up to the time when the event was achieved if the player has achieved the event. This event progress information is updated at any time while the player is playing the game. The evaluation value is a value that indicates whether the player is likely to have memory loss related to events in the game (game story) based on the content of the player's play. For example, the evaluation value increases the longer the player plays an event. The evaluation value also increases when players perform the same action in the game (talking to the same character, falling into the same trap, etc.). The save data includes, for example, event progress information, evaluation value, player character information, owned item information, save date and time, etc. This save data stores, for example, event progress information, evaluation value, etc. at the time when the player instructs to suspend (save) the game (suspended time). The player character information includes the player character's ability parameters (level, attack power, etc.), equipment items, special skills acquired in the game, etc. The owned item information includes various items owned by the player (player character). The save date and time includes the date and time when the game was suspended (saved). Furthermore, when the player instructs to resume the game, this save data is loaded by the control means 46, and the player can resume the game from the suspended (saved) time.

[0039] The event information 40B is stored for each event in the game in association with the event ID of the event. Examples of such events include obtaining or using an important item (key or means of transportation), conversation with a specific character (character), defeating a specific enemy character (boss character), increasing the number of a specific companion character, and increasing the level to a predetermined value. The event includes occurrence conditions, importance, standard play time, and recollection information. The occurrence condition may be, for example, the achievement of one or more other events. As a result, when an event is achieved, another event occurs one after another, allowing the player to enjoy the story of the game. The importance level is a value that indicates the importance of an event. For example, a high value (e.g., 5) is set for the importance of a main event that is closely related to subsequent events (storylines) (e.g., an event in which an important item is obtained, or an event in which the weaknesses of a boss character are revealed, etc.). On the other hand, a low value (e.g., 1) is set for the importance of a sub-event that is not related to subsequent events (storylines) (e.g., an event in which a character is helped, etc.). The standard play time includes the standard play time from the occurrence of an event to its achievement (e.g., one hour). The recollection information includes, for example, an explanatory text that explains the outline of the event. Note that the explanatory text may have different contents for a occurring event and an accomplished event, or may have different contents depending on the action (e.g., a statement) that the player has selected from the occurrence of the event to the accomplishment of the event.

[0040] The acquisition means 42 is a functional means for acquiring various information. In this embodiment, the acquisition means 42 acquires events that have occurred or been achieved at the time when the player interrupted the game. For example, the acquisition means 42 acquires events that have occurred or been achieved by referring to event progress information in the save data of the player information 40A. Specifically, the acquisition means 42 acquires events that have occurred according to the occurrence date and time included in the event progress information. The acquisition means 42 also acquires events that have been achieved according to the achievement date and time included in the event progress information.

[0041] Moreover, the acquisition means 42 acquires the player's age and evaluation value from the player information 40A.

[0042] The extraction means 44 is a functional means for extracting an event. In this embodiment, the extraction means 44 extracts, from the events acquired by the acquisition means 42, a number of events according to the period from the time when the game is suspended to the time when the game is resumed (e.g., the time when it is loaded). For example, the extraction means 44 extracts more events as the period is longer. Specifically, the extraction means 44 does not extract an event if the period is less than one day, extracts five events if the period is one day or more and five days or less, extracts seven events if the period is six days or more and ten days or less, and extracts nine events if the period is 11 days or more.

[0043] Furthermore, the extraction means 44 preferentially extracts events with high importance from among the events acquired by the acquisition means 42. For example, the extraction means 44 refers to the event information 40B and sets more than half of the events to be extracted to be events with importance of 3 or more.

[0044] Furthermore, the extraction means 44 preferentially extracts the most recently occurring or accomplished event from among the events acquired by the acquisition means 42. For example, the extraction means 44 refers to the occurrence date and time or the achievement date and time included in the event progress information, and preferentially extracts the event that occurred or was accomplished on the date and time closest to the current date and time and the event that occurred or was accomplished on the date and time second closest to the current date and time.

[0045] Furthermore, the extraction means 44 extracts a number of events according to the player information 40A. For example, the extraction means 44 extracts a number of events according to the age in the player information 40A. Specifically, the extraction means 44 extracts more events as the age increases. Also, for example, the extraction means 44 extracts a number of events according to the evaluation value in the player information 40A. Specifically, the extraction means 44 extracts more events as the evaluation value increases.

[0046] The control means 46 is a functional means for controlling the entire game. In this embodiment, when the game is resumed, the control means 46 generates a recollection image based on each of the events extracted by the extraction means 44, and outputs the recollection image to the display 34 (screen). For example, the control means 46 refers to the occurrence date and time and the achievement date and time in the event progress information of the player information 40A and the recollection information of the event information 40B, and generates a recollection image in which explanatory texts explaining the outline of each of the extracted events are combined in an order (chronological order) according to the occurrence date and time and the achievement date and time.

[0047] Furthermore, the control means 46 updates the evaluation value of the player information 40A. For example, the control means 46 refers to the play time of the event progress information in the player information 40A, and increases the evaluation value as the player's play time of the event becomes longer. Specifically, the control means 46 increases the evaluation value by 1 when the play time of a certain event exceeds twice the standard play time (e.g., 1 hour) (e.g., 2 hours), and further increases the evaluation value by 1 when the play time exceeds three times the standard play time (e.g., 3 hours). Furthermore, the control means 46 increases the evaluation value when the player performs the same action while playing the game. For example, the control means 46 increases the evaluation value by 1 when the player talks to the same character three times, falls into the same pit three times, etc.

[0048] <Processing flow> (Example 1) Fig. 4 is a flow chart showing an example (specific example 1) of the flow of processing performed by each functional means shown in Fig. 3 in the game system according to this embodiment. The processing of the following steps is started, for example, when the player resumes the game, that is, when the control means 46 executes the loading of the save data. The order and contents of the following steps can be changed as appropriate.

[0049] (Step SP10) The control means 46 obtains the save date and time of the save data (the interruption time when the game is interrupted) and the current date and time (the restart time when the game is restarted) from the clock function of the terminal device 12 or the server device 10, and calculates the period from the save date and time to the current date and time. Then, the process proceeds to step SP12.

[0050] (Step SP12) The control means 46 judges whether or not the period calculated in step SP10 is equal to or longer than a predetermined period. This predetermined period is, for example, one day (24 hours). If the judgment is affirmative, the process proceeds to step SP14. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 4.

[0051] (Step SP14) The acquisition means 42 references the event progress information in the save data to acquire the events that have occurred or been achieved, and then the process proceeds to step SP16.

[0052] (Step SP16) The extraction means 44 extracts a number of events according to the period calculated in step SP10 from the events acquired in step SP14. For example, the extraction means 44 extracts more events as the period is longer. Also, for example, the extraction means 44 refers to the event information 40B and determines that more than half of the events to be extracted are events with importance level 3 or higher. Then, the process proceeds to the process of step SP18.

[0053] (Step SP18) The control means 46 generates a recollection image by combining the explanatory texts that explain the outline of each of the events extracted in step SP16 in an order (chronological order) according to the occurrence date and time or the achievement date and time of the event. Then, the process proceeds to step SP20.

[0054] (Step SP20) The control means 46 outputs (displays) the recollection image generated in step SP18 on the display 34.

[0055] Fig. 5 is a diagram showing an example of a retrospective image 50 according to this embodiment. Fig. 5A shows a retrospective image 50 when the period from the save date and time to the current date and time is short. Fig. 5B shows a retrospective image 50 when the period from the save date and time to the current date and time is long.

[0056] As shown in Fig. 5, the flashback image 50 is provided with a play history information area 52. In the play history information area 52, information (plot) combining explanatory texts relating to events that have occurred or been achieved is displayed in chronological order. In addition, in the play history information area 52, after an event has occurred, an event that has been achieved and an event that has not yet been achieved are displayed in different forms. For example, in the play history information area 52, an event that has not yet been achieved is displayed underlined.

[0057] Then, the series of processes shown in FIG. 4 ends.

[0058] (Example 2) In the above-mentioned specific example 1, it has been explained that in step SP16, the extraction means 44 extracts a number of events according to the period from the time the game is interrupted (e.g., the time of saving) to the time when the game is resumed (e.g., the time of loading), but it is also possible to extract a number of events according to the age or evaluation value in the player information 40A.

[0059] Fig. 6 is a flow chart showing an example (specific example 2) of the flow of processing performed by each functional means shown in Fig. 3 in the game system according to this embodiment. The processing of the following steps is started, for example, when the player issues an instruction to display a flashback image during the game. The order and contents of the following steps can be changed as appropriate. The processing of the following steps may be started, for example, when the player resumes the game, that is, when the control means 46 executes the loading of save data.

[0060] (Step SP30) The acquisition means 42 acquires the events that have occurred or been achieved by referring to the event progress information in the player information 40A, and then the process proceeds to step SP32.

[0061] (Step SP32) The acquiring means 42 acquires the age and the evaluation value from the player information 40A, and then the process proceeds to step SP34.

[0062] (Step SP34) The extraction means 44 extracts, from the events acquired in step SP30, a number of events according to the age acquired in step SP32. For example, the extraction means 44 increases the number of events to be extracted by one for every 10-year increase in the player's age in addition to the reference number for extracting events (e.g., three). The extraction means 44 also increases the number of events by the same number as the evaluation value divided by a predetermined value (e.g., five), or the same number as the evaluation value. The extraction means 44 also preferentially extracts events that have recently occurred or been achieved. Then, the process proceeds to step SP36.

[0063] (Step SP36 to Step SP38) The processing in steps SP36 to SP38 is omitted because it is similar to the processing in steps SP18 to SP20 described above, and the series of processing steps shown in FIG.

[0064] <Effects> As described above, in this embodiment, the computer functions as storage means 40 which stores event progress information at the time when the player paused the game, acquisition means 42 which acquires events which have occurred or been achieved from the event progress information, extraction means 44 which extracts from the acquired events a number of events corresponding to the period from the time of interruption to the time when the game is resumed, and control means 46 which outputs on the screen, when the game is resumed, flashback images based on each of the extracted events.

[0065] According to this configuration, the number of events used in the flashback image is changed depending on the period from when the game is interrupted to when it is resumed, thereby making it possible to prevent the player's sense of immersion in the game from being lost.

[0066] Furthermore, in this embodiment, the extraction means 44 extracts more events as the period becomes longer.

[0067] According to this configuration, the longer the period between the interruption and resumption of the game, the greater the number of events used in the flashback images. Therefore, depending on this period, it is possible to provide less intrusive flashback images to players who are likely to have no memory loss, and to provide flashback images that can compensate for the memory loss to players who are likely to have memory loss.

[0068] Furthermore, in this embodiment, an importance level is set for each event, and the extraction means 44 preferentially extracts events with high importance levels from among the acquired events.

[0069] According to this configuration, events of high importance are extracted with priority, so that the player's memory gaps can be compensated for and the player can enjoy the story, thereby preventing the player's immersion in the game from being lost.

[0070] Furthermore, in this embodiment, the event progress information includes the occurrence date and time or the achievement date and time of the event, and the extraction means 44 preferentially extracts, from among the acquired events, the event that has most recently occurred or been achieved.

[0071] According to this configuration, the most recently occurring or accomplished events are extracted with priority, which makes it possible to supplement the player's memory of events before the game was interrupted, thereby preventing a loss of the player's immersion in the game.

[0072] Moreover, in this embodiment, the acquisition means 42 acquires player information related to the player, and the extraction means 44 extracts a number of events according to the player information.

[0073] According to this configuration, the number of events used in the flashback image is changed depending on the player information, so that different flashback images can be provided for each player, thereby preventing the player's sense of immersion in the game from being impaired.

[0074] Furthermore, in this embodiment, the player information includes an evaluation value based on the game play, and the extraction means 44 extracts a number of events according to the evaluation value.

[0075] With this configuration, the number of events used in the flashback images is changed according to an evaluation value based on the game play content, so that a player who is likely to have no memory loss can be provided with less intrusive flashback images, and a player who is likely to have memory loss can be provided with flashback images that can compensate for the memory loss.

[0076] Furthermore, in this embodiment, the longer the play time of an event by a player, the higher the evaluation value, and the extracting means 44 extracts more events as the evaluation value increases.

[0077] According to this configuration, a player who spends a long time playing an event is assumed to be prone to memory loss, and a larger number of events are used in the flashback images, thereby making it possible to compensate for the player's memory loss and preventing the player's sense of immersion in the game from being impaired.

[0078] Furthermore, in this embodiment, the evaluation value becomes higher when the player performs the same action, and the extraction means 44 extracts more events as the evaluation value becomes higher.

[0079] According to this configuration, a player who has performed the same action is assumed to be prone to memory loss, and the number of events used in the flashback images is increased, making it possible to compensate for the memory loss of the player and thereby preventing the player's immersion in the game from being impaired.

[0080] Furthermore, in this embodiment, the player information includes the age of the player, and the extraction means 44 extracts a number of events according to the age.

[0081] According to this configuration, the number of events used in the flashback images is changed depending on the age of the player, making it possible to prevent players of all ages from losing their sense of immersion in the game.

[0082] In addition, in this embodiment, the computer functions as a storage means 40 that stores event progress information at the time when the player paused the game, an acquisition means 42 that acquires player information about the player and events that have occurred or been achieved from the event progress information, an extraction means 44 that extracts a number of events from the acquired events according to the player information, and a control means 46 that outputs a flashback image based on each of the extracted events to the screen.

[0083] According to this configuration, the number of events used in the flashback image is changed depending on the player information, so that different flashback images can be provided for each player, thereby preventing a loss of immersion in the game.

[0084] <Modification> The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0085] For example, in the above embodiment, the extraction means 44 preferentially extracts events with high importance from among the events acquired by the acquisition means 42. However, events with low importance may be preferentially extracted. The player information 40A may include priority information indicating whether to extract an event with high importance or an event with low importance. This priority information is registered in the player information 40A by, for example, the player inputting it in advance using the controller. The extraction means 44 may also extract events according to the event progress information in the player information 40A. For example, an event that is a prerequisite for the occurring event, or an event that is highly related to the occurring quest, may be extracted. Information regarding the relationship with other events may be included in the event information 40B.

[0086] In addition, in the above embodiment, the extraction means 44 is described as preferentially extracting the most recently occurred or achieved event from among the events acquired by the acquisition means 42, but it may also preferentially extract an event that occurred or was achieved a certain period of time (e.g., one week or one month) before the current date and time, or an event that occurred or was achieved between the restart (load) of the game a certain number of times (e.g., three times) ago and the interruption (save) of the game.

[0087] In the above embodiment, the extraction means 44 extracts a number of events corresponding to the evaluation value, but the extraction means 44 may extract a number of events corresponding to an input value (e.g., a degree of tendency to lose memory) input by the player himself / herself. This input value is registered in the player information 40A by, for example, inputting it in advance by the player using the controller.

[0088] In the above embodiment, the control means 46 outputs a flashback image to the display 34 when the period from the interruption point to the restart point at which the game is restarted is equal to or longer than a predetermined period (e.g., one day), but if the player has registered setting information in advance not to display a flashback image on the display 34, the flashback image does not have to be displayed on the display 34. This setting information is registered in the player information 40A by, for example, the player inputting it in advance using the controller.

[0089] In the above embodiment, the control means 46 generates a retrospective image when the player resumes the game, i.e., when the save data is loaded. However, the retrospective image may be generated in real time while the player is playing the game. In this case, the control means 46 may output a part or all of the retrospective image generated in real time when the load is executed or when an instruction to display the retrospective image is given by the player during the game. This can reduce the processing load during loading. In the case of only a part of the retrospective image, it is sufficient to extract a part of the events according to the age and evaluation value of the player during the period from the interruption to the restart of the game.

[0090] In the above embodiment, the reminiscence information includes explanatory text, but the reminiscence information may be a video related to the event (for example, a gameplay video or a clipped video of an event scene). In this case, the user's past operation and input contents may be stored, and a video reproducing the contents may be generated. The recollection information may include a short explanatory text (short video) for a player who is unlikely to lose memory of the event, and a long explanatory text (long video) for a player who is likely to lose memory of the event. This allows the control means 46 to change the length of the explanatory text (length of video) included in the recollection image according to the period from the interruption point to the restart point when the game is restarted, the player's age, the evaluation value, and the like. Specifically, the control means 46 generates the recollection image using a long explanatory text (long video) when the period is long, and generates the recollection image using a short explanatory text (short video) when the period is short. Similarly, the control means 46 generates the recollection image using a long explanatory text (long video) when the player's age or evaluation value is high, and generates the recollection image using a short explanatory text (short video) when the player's age or evaluation value is low. [Explanation of symbols]

[0091] 12: terminal device (computer, information processing device), 40: storage means, 42: acquisition means, 44: extraction means, 46: control means

Claims

1. Computer, a storage means for storing event progress information at a time when the player interrupts the game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when resuming the game, a recollection image based on each of the extracted events on a screen; Functioning as a the acquiring means acquires player information including an evaluation value based on play details of the game, the evaluation value is higher the longer the play time of the event by the player, the extraction means extracts more events as the evaluation value increases; program.

2. A computer, a storage means for storing event progress information at a time when the player interrupts the game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when resuming the game, a recollection image based on each of the extracted events on a screen; Functioning as a the acquiring means acquires player information including an evaluation value based on play details of the game, The evaluation value is higher when the player performs the same action; the extraction means extracts more events as the evaluation value increases; program.

3. A computer comprising: a storage means for storing event progress information at a time when the player interrupts the game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when resuming the game, a recollection image based on each of the extracted events on a screen; Functioning as a the acquiring means acquires player information including an age of the player, The extraction means extracts a number of events according to the age. program.

4. The extraction means extracts more events as the period becomes longer. The program according to any one of claims 1 to 3.

5. The event has an importance level set, The extraction means extracts events having a high importance from the acquired events with priority.

5. The program according to claim 1.

6. The event progress information includes a date and time when the event occurs or is completed, The extraction means preferentially extracts an event that has recently occurred or been achieved from the acquired events.

6. The program according to claim 1.

7. A storage means for storing event progress information at the time when a player pauses a game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when restarting the game, a recollection image based on each of the extracted events on a screen; Equipped with the acquiring means acquires player information including an evaluation value based on play details of the game, the evaluation value is higher the longer the play time of the event by the player, the extraction means extracts more events as the evaluation value increases; Information processing device.

8. a storage means for storing event progress information at a time when the player pauses the game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when restarting the game, a recollection image based on each of the extracted events on a screen; Equipped with the acquiring means acquires player information including an evaluation value based on play details of the game, The evaluation value is higher when the player performs the same action; the extraction means extracts more events as the evaluation value increases; Information processing device.

9. A storage means for storing event progress information at the time when a player pauses a game; an acquisition means for acquiring an event that has occurred or been achieved from the event progress information; an extraction means for extracting, from the acquired events, a number of events corresponding to a period from the interruption point to a restart point at which the game is restarted; a control means for outputting, when restarting the game, a recollection image based on each of the extracted events on a screen; Equipped with the acquiring means acquires player information including an age of the player, The extraction means extracts a number of events according to the age. Information processing device.

10. The extraction means extracts more events as the period is longer.

10. The program according to claim 7.

11. The event has an importance level set, The extraction means extracts events having a high importance from the acquired events with priority. The program according to any one of claims 7 to 10.

12. The event progress information includes a date and time when the event occurs or is completed, The extraction means preferentially extracts an event that has recently occurred or been achieved from the acquired events.

12. The program according to claim 7.

Citation Information

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