Program, Information Processing Method, and Information Processing System
The program addresses the inconvenience of conventional game reward systems by allowing rewards to be given based on game situations, enhancing user convenience and engagement through advantageous effects that aid in achieving game objectives.
Patent Information
- Application Number
- JP2022124895
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-04
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2042-08-04
AI Technical Summary
Conventional techniques for rewarding players in games do not allow for rewards to be given based on the game situation, leading to a lack of convenience for users.
A program that controls a game part with set achievement conditions and presents users with an option to execute a specific process based on game situation information, providing an advantageous effect that contributes to achieving the achievement condition.
This solution allows for rewards to be given based on the game situation, enhancing user convenience and providing a more engaging gaming experience by offering advantageous effects that aid in achieving game objectives.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, an information processing method, and an information processing system.
Background Art
[0002] Conventionally, there is known a technique of giving a reward that enables a quest to proceed advantageously by causing a player to view an advertisement before the start of the quest (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the conventional technology, it is not possible to give a reward according to the game situation, and there may be a lack of convenience for the user.
[0005] In view of the above circumstances, the present disclosure aims to provide a technique for further improving the convenience for the user.
Means for Solving the Problems
[0006] According to one aspect of the present disclosure, a program is provided. This program causes a computer to execute the following steps. In the game control step, a game part with game achievement conditions set is controlled. In the presentation step, based on the situation information regarding the game situation, an option is presented to the user to select whether to execute a specific process at least from the time after the start of the game part until the time before the end. The specific process is a process of giving the user an advantageous effect that contributes to the achievement of the achievement condition.
[0007] According to the present disclosure, the convenience of the user can be further improved.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
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Figure 8
Mode for Carrying Out the Invention
[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various characteristic matters shown in the embodiments described below can be combined with each other.
[0010] Incidentally, the program for realizing the software appearing in the present embodiment may be provided as a non-transitory computer-readable medium readable by a computer, may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its function is realized on a client terminal (so-called cloud computing).
[0011] In addition, in the present embodiment, the "unit" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in the present embodiment, various types of information are handled, and these types of information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.
[0012] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit, circuitry, a processor, a memory, and the like. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), and the like.
[0013] 1. Description of the game FIG. 1 is an example of a block diagram showing the hardware configuration of the information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, the user of the game device 3 makes one or more player characters act in a virtual space, or makes the player characters fight against enemy characters that are non-player characters. Also, a character is an example of an object.
[0015] A game as described above is executed using a game device 3 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), a VR game console like Oculus VR (registered trademark) equipped with a head-mounted display for virtual reality (hereinafter referred to as VR (Virtual Reality)), or a personal computer, a smartphone, a tablet terminal, etc.
[0016] 2. Overview of the Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game devices 3. The information processing device 2 is configured by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or the game device 3 alone described later can also be an example of the information processing system 1.
[0017] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login and is used for user authentication in the information processing device 2.
[0018] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, when the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, it advances the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operations.
[0019] 2.1 Hardware Configuration Hereinafter, with reference to FIG. 1, each hardware configuration of the information processing system 1 will be described.
[0020] <Information Processing Device 2> As shown in FIG. 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0021] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to the user's operation, a quest execution request, an execution / end request for auto-play, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.
[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. The storage unit 22 stores various programs including a part of the game program according to the present embodiment and various data related to the game.
[0023] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. In the user database, for each identification number of a user who plays a game, information such as a user name, a user rank, status information regarding a player character operated by the user, the amount of consumable media available in the virtual space, and information regarding parameters is stored in an associated manner. The lottery list is used for a lottery process generally called a gacha, and includes a plurality of pieces of information regarding game media to be selected. In the lottery list, information regarding game media (name, ability parameters, rarity, level, etc.) and the selection ratio by lottery are associated with each other. Also, the ability parameters include, for example, when the game media is a player character, combat power, HP, attack power, defense power, wisdom, or speed.
[0024] The control unit 23 is composed of a microcomputer including a CPU (Central Processing Unit) and a semiconductor memory, and controls the operation of the information processing apparatus 2 which is the own apparatus. In particular, the control unit 23 realizes various functions related to the information processing apparatus 2 which is the own apparatus by reading a predetermined program stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, so that each of the functional units described later can be executed. Note that the control unit 23 is not limited to being single, and may be implemented to have a plurality of control units 23 for each function. Or a combination thereof may be used.
[0025] Examples of the information processing executed by the control unit 23 include, for example, billing settlement processing, user account authentication processing, gacha lottery selection processing, and the like. The billing settlement processing is executed, for example, based on a billing request or the like necessary to recover a predetermined amount of parameters during the game or to execute a specific process. The user account authentication processing is executed, for example, using the identification information of the user received from the game device 3. The gacha lottery selection processing is a process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game medium in accordance with a gacha lottery request. According to the gacha lottery selection processing, information regarding the selected game medium and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user database, whereby the user is given the game medium that was won as a result of pulling the gacha by himself / herself.
[0026] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, and includes the name of the character used as the player character, items (weapons, armor, accessories, tools) used by the player character in the virtual space, in-game currency, and the like. The user can obtain the game medium not only by direct purchase by billing or clearing quests, but also by a lottery method called gacha. The obtained game medium is stored and managed in the user database in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method of selecting an arbitrary game medium by lottery from a lottery list in the information processing device 2 based on a predetermined selection ratio. The selected arbitrary game medium is given to the user's game device 3. "Giving the game medium selected by gacha to the user / the user owning it" is synonymous with "associating / being associated with the game medium selected in the lottery process with the identification information indicating the user".
[0027] <Game device 3> The game device 3 has a display 4a, a speaker 4b, and an input device 4c externally connected or built-in. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphic processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphic processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30. For example, in the case of the headset-type game device 3, the display 4a and the speaker 4b are included in the game device 3. Specifically, for example, the speaker 4b can be in the form of headphones or earphones. Further, as the headset-type game device 3 including the input device 4c, it can also be configured to accept input by the movement of the line of sight.
[0028] The communication unit 31 is a so-called network interface that is communicably connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. The main information received by the game device 3 via the communication unit 31 includes account information, download request information for new game data, gacha execution requests, quest execution requests, and the like. The main information transmitted by the game device 3 via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information regarding the game medium selected by the lottery process, and the like.
[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least part of the information in the user database stored in the storage unit 22 of the information processing device 2. The user database manages the master of the user information, and the storage unit 32 of the game device 3 stores at least part of the information of this master distributed from the information processing device 2.
[0030] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3 which is the own device. In particular, the control unit 33 realizes various functions related to the game device 3 which is the own device by reading a predetermined program stored in the storage unit 32. That is, the information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33 which is an example of hardware, so that each of the functional units described later can be executed. Note that the control unit 33 is not limited to being single, and may be implemented to have a plurality of control units 33 for each function. Or a combination thereof may also be used.
[0031] In particular, the control unit 33 is configured to execute a game according to the operation of the input device 4c by the user of the game device 3 which is the own device. Specifically, the control unit 33 reads data such as virtual space objects and textures included in the game data from the storage unit 32, or uses the data received from the information processing device 2 to generate two-dimensional or three-dimensional game image information. By the game image information being processed by the graphic processing unit 34a, the processed game image is sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b according to the operation of the user of the game device 3 which is the own device and the like during the execution of the game.
[0032] The graphic processing unit 34a draws a game image including various objects related to characters and virtual spaces in a video format or a VR format according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to, for example, a display 4a of the liquid crystal type, and the game image drawn in the video format or the VR format is displayed on the display 4a as a game screen or a visual field corresponding to the user. The audio processing unit 34b is connected to a speaker 4b, and when reproducing and synthesizing game sounds according to an instruction from the control unit 33, outputs this from the speaker 4b. The operation unit 34c is connected to an input device 4c, and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs an operation signal to the game device 3 by operating the input device 4c. Note that the input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse or a keyboard, a microphone for inputting sound, an imaging device for tracking an expression or a body movement, a motion capture device for tracking a body movement, and the like.
[0033] 2.2 Functional Configuration Subsequently, with reference to FIG. 2, each functional configuration in the information processing apparatus 2 of the information processing system 1 will be described.
[0034] FIG. 2 is a block diagram showing an example of the functional configuration of the information processing apparatus 2 according to the present embodiment. As shown in FIG. 2, the control unit 23 functions as a game control unit 230, a presentation unit 231, a determination unit 232, an execution unit 233, a reception unit 234, a display control unit 235, and a determination unit 236 by executing various programs stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, and thus can be executed as each functional unit included in the control unit 23.
[0035] The game control unit 230 is configured to execute game control steps. For example, the game control unit 230 controls a quest which is an example of a game part in which game achievement conditions are set, as a game control step.
[0036] The prompting unit 231 is configured to execute a prompting step. For example, the prompting unit 231 is configured to give various prompts to the user. As an example, the prompting unit 231 presents the user with options for selecting whether to execute a specific process.
[0037] The determination unit 232 is configured to execute a determination step. For example, the determination unit 232 is configured to make determinations on various information. As an example, the determination unit 232 determines the content of a specific process based on the situation information IF1.
[0038] The execution unit 233 is configured to execute an execution step. For example, the execution unit 233 is configured to execute a specific process as an example of various information processing.
[0039] The reception unit 234 is configured to execute a reception step. For example, the reception unit 234 is configured to receive various data. For example, the reception unit 234 receives the user's account information, game data, input from the user, etc. from the storage unit 22 of the information processing apparatus 2 or the game apparatus 3. As an example, the reception unit 234 receives an input from the user via the input device 4c via the communication unit 31, the communication network 11, the communication unit 21, etc. In the present embodiment, it is described that various information received by the reception unit 234 is stored in the storage unit 22.
[0040] The display control unit 235 is configured to execute a display step. For example, the display control unit 235 causes various information stored in the storage unit 22 or the storage unit 32 or a screen including these to be displayed on the display 4a of the game apparatus 3 in a visible manner. As a specific example, the display control unit 235 may generate the visual information itself generated in a manner visible to humans, such as a screen, an image (e.g., a still image or a moving image), an icon, text, etc., or may generate rendering information for displaying visual information on the display 4a and transmit this.
[0041] The determination unit 236 is configured to execute determination of various conditions in the game as a determination step. As an example, the determination unit 236 determines whether or not end conditions or achievement conditions of a quest are satisfied.
[0042] 3. Flow of operations of the information processing system 1 3.1 Outline of information processing In this section, the flow of the information processing method that the program causes the computer, which is the information processing apparatus 2, to execute will be described.
[0043] FIG. 3 is an activity diagram showing an example of the flow of information processing executed by the information processing apparatus 2. Hereinafter, the flow of information processing will be described with reference to FIG. 3. In this example, it is assumed that the game apparatus 3 is a smartphone.
[0044] First, the reception unit 234 receives a request to start a quest from the user via the communication unit 21 and the communication network 11 (activity A001).
[0045] Next, the game control unit 230 starts a quest based on the request from the user and controls the progress of the quest (activity A002). As a specific example, the reception unit 234 receives a game operation instruction from the user via the communication unit 21, and based on the operation instruction, the game control unit 230 advances the quest. The operation instruction is generated, for example, by command input of the input device 4c. The operation instruction is an instruction to perform an operation of moving an object.
[0046] Here, as an example, the description will be given assuming that the quest is a puzzle game. As a specific example, the game control unit 230, as a game control step, in a game board including an object having at least one of a plurality of attributes, when a match condition regarding the attribute is satisfied in response to an operation of moving the object, controls a game part that proceeds by erasing the object for which the match condition is satisfied. The game board is an example of a game space in which the game progresses. The operation of moving the object is performed, for example, by clicking, tapping or swiping the screen, etc.
[0047] Next, the determination unit 236 determines whether the end condition of the quest is satisfied (Activity A003). The end condition of the quest is a condition regarding the timing to end the quest. The end condition is, for example, that the achievement condition of the quest set for each quest is satisfied, the remaining time limit set for each quest or the remaining number of movable times of the object becomes zero, etc. If the end condition is satisfied without the achievement condition of the quest being satisfied, that quest fails.
[0048] When it is determined that the end condition of the quest is satisfied, the processing of Activities A004 to A010 is omitted and the processing of Activity A011 is proceeded to. That is, the game control unit 230 ends the quest. On the other hand, when it is determined that the end condition of the quest is not satisfied, the process proceeds to the next activity (Activity A004).
[0049] In activity A004, the reception unit 234 reads out and receives situation information IF1 relating to the situation of the game from the storage unit 22. The situation information IF1 is, for example, information managed by a situation information management table, and is stored in the storage unit 22. The situation information IF1 includes, for example, information such as the number or arrangement of various objects arranged on the game board, the number of objects erased by the user, the remaining number of times the user can operate the objects, the remaining time until the quest ends, and the number of times the user has consecutively failed the currently ongoing quest. The situation information IF1 is updated by the game control unit 230 as the quest progresses.
[0050] In this example, the situation information IF1 is described as including information on the number of obstacle objects on the game board that cause adverse effects. From another perspective, the situation information IF1 includes at least an adverse effect that hinders the achievement of the achievement condition.
[0051] Next, the determination unit 232 determines the content of the specific process based on the situation information IF1 as a determination step (activity A005). If the content of the specific process is not determined here, or from another perspective, if the situation information IF1 does not satisfy a predetermined condition, the process returns to the processing of activity A003. From another perspective, while the quest is in progress, it is continuously determined whether the situation information IF1 satisfies a predetermined condition.
[0052] stomach On the other hand, when the content of the specific process is determined, the process proceeds to the next activity (activity A006). In this example, the determined specific process is a process of giving the user an advantageous effect that contributes to neutralizing an obstructing object, as an example of an advantageous effect that contributes to removing an adverse effect. From another perspective, the specific process is a process of giving the user an advantageous effect that contributes to achieving the achievement condition.
[0053] In Activity A006, the determination unit 236 determines whether the condition regarding the timing of presenting the execution of the specific process to the user is satisfied. If the condition is satisfied, the process proceeds to the next activity (Activity A007). On the other hand, if the condition is not satisfied, the process returns to the determination process of Activity A003. The timing at which the option of whether to execute the specific process is presented is associated with, for example, the remaining number of times the user can operate the object or the remaining time until the quest ends. For example, when the remaining number of times or the remaining time becomes equal to or less than the threshold value, the option is presented.
[0054] In Activity A007, the presentation unit 231 presents to the user, as a presentation step, an option for selecting whether to execute the specific process based on the situation information IF1 regarding the game situation. From another perspective, the presentation unit 231 presents the option to the user at least from the time after the quest starts until the time before it ends.
[0055] The time after the quest starts refers to at least the time when the user can recognize the game situation. The time after the quest starts may be, for example, after the quest starts and before receiving an operation from the user. The time after the quest starts is at least the time after the game board situation is determined by the game control unit 230. Note that the time when the request to start the quest has not been received yet is excluded.
[0056] The time before the quest ends refers to at least the time when the end condition of the quest is not satisfied. At the time before the quest ends, the success or failure of the quest has not been determined. The time before the quest ends refers to, for example, the time when neither the achievement condition nor the end condition is satisfied. Note that after the end condition is satisfied even once, for example, the time when the option of selecting whether to continue the quest (so-called continue) is displayed and the time after the continue is excluded.
[0057] Next, the reception unit 234 receives an instruction regarding the execution of a specific process from the user via the communication unit 21 or the like (Activity A008). When receiving an instruction to execute a specific process, it proceeds to the next activity (Activity A009). That is, in response to the reception unit 234 receiving payment of the first consideration from the user (Activity A009), the execution unit 233 executes the specific process (Activity A010). Specifically, the execution unit 233 executes a process of imparting to the user an advantageous effect that contributes to the invalidation of the interference object. From another perspective, the execution unit 233 executes a specific process in response to the payment of the first consideration by the user as an execution step. Note that when the user selects not to execute the specific process, the processes of Activity A009 and Activity A010 are omitted.
[0058] Next, the game control unit 230 ends the quest (Activity A011). As a specific example, the game control unit 230 ends the quest in response to the determination unit 236 determining that the end condition of the quest is satisfied.
[0059] Next, the determination unit 236 determines whether or not the achievement condition of the quest is satisfied (Activity A012). When it is determined that the achievement condition is satisfied, the processes of Activity A013 to Activity A017 are omitted, and the process of Activity A018 is proceeded to. On the other hand, when it is determined that the end condition of the quest is not satisfied, the presentation unit 231 presents the user with an option to select whether or not to continue the quest (Activity A013).
[0060] Next, the reception unit 234 receives an instruction regarding the continuation of the quest from the user via the communication unit 21 or the like (Activity A014). When an instruction to continue the quest is received, the process proceeds to the next activity (Activity A015). That is, in response to the reception unit 234 receiving the payment of the second consideration from the user (Activity A015), the game control unit 230 resumes the quest (Activity A016). From another perspective, as a reception step, when the game part ends without the achievement condition being satisfied, the reception unit 234 receives an input from the user to continue the game part in exchange for the payment of the second consideration. For example, the second consideration is set to be more expensive than the first consideration.
[0061] Next, the game control unit 230 ends the quest (Activity A017). As a specific example, in response to the determination unit 236 determining that the end condition of the quest is satisfied, the game control unit 230 ends the quest.
[0062] Next, the display control unit 235 causes the display 4a to display the result of the quest in a manner visible to the user (Activity A018). For example, the success or failure of the quest, the score, the rewards obtained by the user, etc. are displayed.
[0063] In summary, the information processing apparatus 2 includes a control unit 23. The control unit 23 includes the following units. The game control unit 230 controls a game part in which the achievement condition of the game is set as a game control step. The presentation unit 231, as a presentation step, presents the user with an option to select whether to execute a specific process based on the situation information IF1 regarding the situation of the game, at least from the time after the start of the game part to the time before the end. The specific process is a process that gives the user an advantageous effect that contributes to the achievement of the achievement condition.
[0064] According to these aspects, a reward can be given according to the game situation, and convenience for the user can be improved. Note that the concept of a reward includes an advantageous effect given to the user. In particular, by presenting the option of whether or not to execute a specific process before the end of the game, even if the user executes the specific process, the user can be given a stronger sense of having accomplished the quest on his or her own. This is expected to improve the user's sense of accomplishment when the specific process is executed and cleared.
[0065] In addition, a method of increasing the difficulty of a game may be to generate disadvantageous effects in the game. By presenting users with advantageous effects that contribute to removing the disadvantageous effects, it is possible to provide a game with an appropriate game balance for users of various skill levels. This allows users to enjoy the game more.
[0066] In addition, by determining the content of the specific process according to the number of obstruction objects in the game space, it becomes easier to determine the threshold value, which can further reduce the calculation load on the control unit 23.
[0067] In addition, by setting the first consideration for performing a specific process lower than the second consideration for restarting a quest if the quest fails, the psychological barrier that the user has to performing the specific process can be reduced.
[0068] Furthermore, by presenting the advantageous effects according to the number of remaining moves or the remaining time limit, it is possible to reduce the stress that is caused to the user by the advantageous effects being presented more than necessary, thereby enabling the user to play the game more comfortably.
[0069] 3.2 Details of data processing The details of the information processing outlined above will be described with reference to the drawings. Note that the display aspects of the screen examples, the aspects of screen transitions, and the aspects of processing executed by operating the screens are merely examples of the embodiment.
[0070] <Map Screen 5> FIG. 4 is an image diagram showing an example of the map screen 5. The map screen 5 includes a map 50 and a quest display window 51. The map screen 5 is configured to accept the selection of a quest by the user.
[0071] The map 50 includes a character 501 and a quest selection button 502. The quest selection button 502 is arranged on the map 50. In response to the input of the quest selection button 502 by the user, the reception unit 234 accepts the selection of the quest. Each quest is set with a level indicating the difficulty of the achievement condition, and when the user achieves the quest, the quest of the next level can be selected. The character 501 is displayed in association with the quest selection button 502 selected by the user.
[0072] The quest display window 51 is a window displayed by the display control unit 235 based on the selection of the quest by the user. The example of FIG. 4 shows a state where the quest display window 51 is displayed in response to the input of the quest selection button 502 indicating level 31. In the quest display window 51, descriptions such as the level, content, and achievement conditions of the quest are displayed. Further, the quest display window 51 includes an operation button 511 for accepting various operations from the user. The various operations are, for example, operations such as starting the quest, closing the quest display window 51, displaying the operation explanation, selecting an item to be used during the quest, and interrupting the game. In response to the input of the operation button 511 for "starting the quest", the game control unit 230 starts the quest.
[0073] <Quest Screen 6> FIG. 5 is an image diagram showing an example of the quest screen 6. The quest screen 6 in FIG. 5 is an example of a screen displayed immediately after the start of a quest. The quest screen 6 includes a partner 61, a movement count display area 62, an achievement condition display area 63, a score display area 64, a game board 65, operation buttons 66, and an item display area 67. In one example, the quest controlled by the game control unit 230 is a puzzle game in which the user operates an object on the game board 65. As a preferred embodiment, an example in which the puzzle game is a so-called match-3 puzzle game will be described. Since the operation buttons 66 may have the same functions as the operation buttons 511, the description thereof will be omitted.
[0074] The partner 61 is at least one or more characters selected by the player and is displayed on the quest screen 6 during the progress of the quest. For example, depending on the type of character selected, the display mode of the partner 61 or its background, the music during the quest progress, the advantageous effects given to the user, etc. will change.
[0075] In the movement count display area 62, the remaining number of times the user can operate an object is displayed. The remaining number of times is set to a specific value for each quest and decreases by 1 each time the user's operation of an object on the game board 65 is received. If the achievement condition is not satisfied before the remaining number of times reaches zero, the quest is determined to have failed. Note that there may be quests without a limit on the number of movements. In that case, for example, a limited time during which the quest can be played is set.
[0076] In the achievement condition display area 63, information regarding the achievement condition of the quest is displayed. In the example of FIG. 5, the achievement condition is to collect the specified number of material objects 652 displayed in the achievement condition display area 63.
[0077] In the score display area 64, the score in the quest is displayed. The score display area 64 includes a score display bar 641. In the score display bar 641, the current score is displayed graphically in a manner that can be intuitively recognized by the user. For example, the score is added by the elimination of objects. Also, the added score may change by satisfying a predetermined condition such as continuously eliminating objects.
[0078] The game board 65 is a two-dimensional space in which the puzzle game progresses and is defined by an arbitrary figure. The game board 65 is displayed in a disk-like manner with one object arranged in each grid (not shown). The game board 65 includes a normal object 651, a material object 652, an obstructive object 653, and a progress direction display 654.
[0079] An object is a game element that constitutes a puzzle game. The objects are classified into normal objects 651 having no special effects and special objects having special effects. The material object 652, the obstructive object 653, and the bomb object 655 (see FIG. 7) are included in the special objects.
[0080] Each of the normal objects 651 has a specific attribute and is displayed in a manner that the attribute can be identified by the user. The attribute is displayed in a manner that can be identified by, for example, shape and color. When the match condition is satisfied by an operation of moving an object, the object that satisfies the match condition disappears. The match condition is established, for example, when three or more objects of the same attribute are arranged adjacent to each other. The progress direction display 654 indicates the direction in which the objects are replenished when an object disappears. In the example of FIG. 5, the objects move from the top to the bottom of the screen.
[0081] Special objects include those that produce advantageous effects contributing to the achievement of quest completion conditions and those that produce disadvantageous effects inhibiting the achievement of the completion conditions. A special object may or may not have the same attributes as the normal object 651.
[0082] The material object 652 is an example of an object that produces an advantageous effect. The material object 652 has no attributes and cannot be erased by satisfying match conditions. However, the material object 652 can be recovered by reaching the edge of the game board 65 where the progress direction display 654 is shown. In the example of FIG. 5, when all the specified material objects 652 are recovered, the quest is successful.
[0083] The obstructive object 653 is an example of an object that produces a disadvantageous effect. Examples of disadvantageous effects include making it difficult to erase an object, inhibiting the advantageous effects produced by other special objects, having points deducted, generating an object that produces a disadvantageous effect, or combinations thereof. As an example of making it difficult to erase an object, the obstructive object 653 may have features such as being unable to be moved or being unable to be erased unless conditions different from normal match conditions are satisfied.
[0084] In the item display area 67, a list of items that can be used during the quest is displayed. The item display area 67 includes a plurality of item buttons 671 indicating each item. By the user's input of the item button 671, the item to be used is selected. As an example, by using an item, an advantageous effect contributing to the achievement of the completion condition is given to the user.
[0085] Examples of advantageous effects include erasing all objects that satisfy a specific condition at once, erasing or replacing an object arbitrarily selected by the user, increasing the number of remaining moves by a certain amount, increasing the remaining time limit by a certain amount, changing the attributes of an object, nullifying an obstruction object 653, collecting an arbitrary material object 652, generating a normal object 651 having a specific attribute, generating an object that generates an advantageous effect, or a combination of these. The nullification of an obstruction object 653 is a concept that includes nullifying an adverse effect, erasing the obstruction object 653 itself, and the like. The cancellation of an adverse effect is a concept that includes the temporary cancellation of the effect, and the nullification refers to the permanent cancellation of the effect.
[0086] Examples of ways to erase objects that satisfy certain conditions at once include erasing objects that are located in the same column or row, erasing objects that are located in a certain adjacent range, and erasing all objects that have certain attributes.
[0087] <Presentation Window 7> FIG. 6 is an image diagram showing an example of the presentation window 7. The presentation window 7 is configured to be able to accept a selection from the user as to whether or not to execute a specific process. The presentation window 7 is an example of a screen displayed in activity A007 in FIG. 3. The presentation window 7 is displayed on the quest screen 6 when a condition is satisfied between the time after the quest starts and the time before the quest ends. While the presentation window 7 is displayed, the game control unit 230 suspends the progress of the quest.
[0088] 6, the presentation window 7 is a window that presents to the user, as an example of the specific process, the application of an effect of generating a bomb object 655. For example, the bomb object 655 has an advantageous effect of erasing the obstruction object 653.
[0089] The prompt window 7 includes a plurality of operation buttons 71. The operation buttons 71 may have the same functions as the operation buttons 511. For example, when an operation button 71 is selected via the input device 4c, it is selected whether to execute a specific process. In the example of FIG. 6, in response to the selection of the operation button 71 of "Purchase", the payment of the first consideration is received from the user, and a specific process is executed. On the other hand, in response to the selection of the operation button 71 of "Do not purchase", it is selected not to execute a specific process. That is, the prompt window 7 is closed, and the quest resumes. Note that the payment of the first consideration and the second consideration may be made by, for example, real-world currency, virtual currency, game media, or the like.
[0090] FIG. 7 is an image diagram showing an example of the quest screen 6. Using the examples of FIGS. 5 to 7, the execution of the specific process will be specifically described. First, the situation of the game board 65 immediately after the start of the quest shown in FIG. 5 is determined by the game control unit 230 at the same time as the start of the quest. The situation of the game board 65 is, for example, the arrangement of objects on the game board 65, the shape of the game board 65, or the like. The determination unit 232 determines the content of the specific process to be presented based on the situation information IF1 regarding the situation of the game board 65. Specifically, for example, the determination unit 232 determines the content of the specific process based on the reference information IF2 associating the situation information IF1 with the content of the specific process.
[0091] For example, it is assumed that it is stored in advance as the reference information IF2 that when there are 5 or more obstructive objects 653 on the game board 65 (an example of the situation information IF1), the presentation of the effect of generating the bomb object 655 (an example of the specific process) is presented. In the example of FIG. 5, immediately after the quest starts, there are 6 obstructive objects 653 on the game board 65. The determination unit 232 determines, based on the situation information IF1 indicating that there are 5 or more obstructive objects 653, to give the effect of generating the bomb object 655 as the specific process. Thereafter, the presentation unit 231 presents the prompt window 7 shown in FIG. 6 in a manner visible to the user. Note that the threshold value of the number of obstructive objects may be an arbitrary value.
[0092] The quest screen 6 shown in FIG. 7 is an example of a screen displayed when the user selects the execution of a specific process. The example of FIG. 7 shows a state in which the game control unit 230 has placed a bomb object 655 on the game board 65 in response to the user's selection and payment of the first consideration. For example, the bomb object 655 has the same attributes as the normal object 651. When the bomb object 655 satisfies the matching condition with the normal object 651, the game control unit 230 may activate the effect of the bomb object 655.
[0093] [Others] Regarding the information processing method according to the foregoing embodiment, the following aspects may be adopted.
[0094] In one aspect, the obstructive object is a plurality of obstructive objects including at least two or more types. For example, the specific process may be a process that gives the user an advantageous effect that contributes to the invalidation of at least one type of obstructive object that satisfies the condition regarding the number in the game space. For example, when the first obstructive object and the second obstructive object exist on the game board, the content of the specific process may be determined according to the number of each type of obstructive object. For example, when the number of the first obstructive objects is equal to or more than the threshold value, the giving of an effect that contributes to the elimination of the first obstructive objects may be presented. In another aspect, the specific process may be a process that gives the user an advantageous effect that contributes to the invalidation of a plurality of obstructive objects that satisfies the condition regarding the total number in the game space. For example, when the total of the first obstructive object and the second obstructive object is equal to or more than the threshold value, the giving of an effect that contributes to the elimination of these obstructive objects may be presented. By these aspects, it becomes possible to make an appropriate proposal to the user according to the game situation, and the convenience of the user is further improved.
[0095] The timing at which options are presented may be determined based on the number of game parts that ended without satisfying the achievement conditions among a plurality of game parts. The plurality of game parts here may be, for example, quests in a specific event, quests executed within a predetermined time, the same quest executed repeatedly, and the like. For example, when the number of repetitions of the same quest is equal to the number of quests that ended without satisfying the achievement conditions, it means that the user has continuously failed to achieve the quests. For example, when the number of quests that continuously ended without satisfying the achievement conditions is equal to or greater than a threshold value, a presentation to the user may be executed during the progress of the next quest executed. In such a manner, when the user is struggling with a difficult quest, it is possible to assist in achieving the quest. Thereby, the possibility that the user abandons the game in the middle can be reduced.
[0096] FIG. 8 is an image diagram showing a modified example of the quest screen 6. The example of FIG. 8 shows a state where the user has performed operations a plurality of times after the start of the quest. In the example of FIG. 8, the achievement condition of the quest is that an object having a specific attribute has been erased by a predetermined number or more. In the achievement condition display area 63, the type and number of the normal objects 651 are displayed as the achievement conditions. The specific process in this example may be one that gives the user an advantageous effect that contributes to the generation or erasure of an object having a specific attribute on the game board.
[0097] In the example of FIG. 8, among the normal objects 651 displayed in the achievement condition display area 63, the remaining number of one type of object is larger than the others. Thus, when the progress towards the achievement condition for a specific normal object 651 is delayed, an advantageous effect for generating or erasing the corresponding normal object 651 on the game board may be presented. In such a manner, it becomes possible to make appropriate proposals to the user for quests with various achievement conditions, and the convenience of the user is further improved.
[0098] In one aspect, the situation information IF1 is information regarding the number of objects having specific attributes on the game board. In the example of FIG. 8, on the game board 65, the number of normal objects 651 that are the most behind in progress with respect to the achievement condition is small, making it difficult for the matching condition to be satisfied. In such a case, an effect of generating the normal object 651 that is behind in progress may be presented on the game board 65. Conversely, when there are many corresponding normal objects 651 on the game board 65, an effect of eliminating a certain number or more of the normal objects 651 may be presented. In such an aspect, it becomes possible to make a proposal appropriate to the game situation to the user.
[0099] In one aspect, the timing at which the options are presented is determined according to the content of the specific process. For example, when the user can obtain a benefit from an advantageous effect in a short period of time, the advantageous effect may be presented even when the remaining number of moves is small. On the other hand, when a predetermined number of moves is required for the user to obtain a benefit from an advantageous effect, the advantageous effect is presented at the timing when the remaining number of moves is equal to or more than a predetermined number. Thereby, it becomes a mode in which the user can more surely obtain a benefit from an advantageous effect, and an improvement in the user's satisfaction can be expected.
[0100] In the example of FIG. 8, the mode in which the content of the specific process is determined based on the game situation after the user has performed an operation a plurality of times has been described, but the content of the specific process may be determined based on the game situation immediately after the quest starts. Immediately after the quest starts, when the number of specific normal objects 651 related to the achievement condition is large or small on the game board 65, an effect of generating or eliminating the normal object 651 may be presented.
[0101] In one aspect, the advantageous effect given to the user may be the giving of the item itself that generates the advantageous effect. The given item may be displayed in the item display area 67 and used by the user at an arbitrary timing.
[0102] The games to which the present disclosure is applicable are not limited to puzzle games. For example, they may be action games, role-playing games, simulation games, adventure games, shooting games, racing games, music games, etc. For example, in a role-playing game, when there is a quest with the goal of defeating enemy characters, in the game situation immediately before all friendly characters are wiped out, the user may be presented with the purchase of a recovery item or the effect of recovering the physical strength of friendly characters. For example, in an action game, if there are obstructive objects installed in the game space where the player character can move, the user may be presented with an effect that contributes to the invalidation of the obstructive objects. In this example, the obstructive objects may be, for example, enemy characters, landmines, poisonous swamps, etc.
[0103] Also, for example, the information processing device 2 may be distributed among two or more devices, or may be replaced by a cloud computing system. Also, the functional configuration shown in FIG. 2 is also an example and is not limited thereto. For example, the functions of the information processing device 2 may be realized by being distributed among two or more devices. Also, the operations performed by one function may be distributed among two or more functions, or two or more functions may be integrated into one function. In short, as long as each function shown in FIG. 2 is realized in the entire information processing system 1, the devices for realizing those functions may have any configuration.
[0104] The various types of information described in the above examples, such as the situation information IF1 and the reference information IF2, may be stored in a distributed manner among a plurality of devices. Also, the information processing system 1 may include a blockchain system that shares a blockchain. Note that the device operated by the user is not limited to the game device 3, and there is no particular limitation on the type of device as long as it has a similar configuration.
[0105] The aspects of the above embodiments may also be an information processing method. The information processing method includes each step in the program described above.
[0106] Furthermore, it may be provided in each of the aspects described below.
[0107] (1) A program that causes a computer to execute the following steps. In the game control step, it controls a game part with achievement conditions set for the game. In the presentation step, based on the situation information regarding the situation of the game, a user is presented with an option to select whether to execute a specific process from at least the time point after the start of the game part until the time point before the end. Here, the specific process is a process that gives the user an advantageous effect contributing to the achievement of the achievement condition.
[0108] (2) In the program described in (1) above, the situation information at least includes a disadvantageous effect that inhibits the achievement of the achievement condition, and the specific process is a process that gives the user an advantageous effect contributing to the cancellation of the disadvantageous effect.
[0109] (3) In the program described in (2) above, further, in the determination step, the content of the specific process is determined based on the situation information. Here, the situation information is information regarding the quantity of obstructive objects that cause the disadvantageous effect in the game space where the game progresses.
[0110] (4) In the program described in (3) above, the obstructive objects are a plurality of obstructive objects including at least two or more types, and the specific process is a process that gives the user an advantageous effect contributing to the invalidation of at least one type of obstructive object that satisfies the condition regarding the number in the game space.
[0111] (5) In the program described in (3) or (4) above, the obstructive objects are a plurality of obstructive objects including at least two or more types, and the specific process is a process that gives the user an advantageous effect contributing to the invalidation of the plurality of obstructive objects that satisfy the condition regarding the total number in the game space.
[0112] (6) In the program according to any one of (1) to (5) above, further, in the execution step, the specific process is executed in response to the payment of the first consideration by the user, and in the reception step, when the game part ends without the achievement condition being satisfied, an input to continue the game part is received from the user in exchange for the payment of the second consideration, where the second consideration is set to be more expensive than the first consideration.
[0113] (7) In the program according to any one of (1) to (6) above, the timing at which the option is presented is determined based on the number of game parts that have ended without the achievement condition being satisfied among the plurality of game parts.
[0114] (8) In the program according to any one of (1) to (7) above, in the game control step, in a game board including an object having at least one of a plurality of attributes, when a match condition regarding the attribute is satisfied in response to an operation of moving the object, the game part that proceeds by deleting the object for which the match condition has been satisfied is controlled, where the achievement condition is that objects having a specific attribute have been deleted by a predetermined number or more, and the specific process is to give the user an advantageous effect that contributes to the generation or deletion of the objects having the specific attribute on the game board.
[0115] (9) In the program according to (8) above, further, in the determination step, the content of the specific process is determined based on the situation information, where the situation information is information regarding the number of objects having the specific attribute on the game board.
[0116] (10) In the program according to (8) or (9) above, the timing at which the option is presented is associated with the remaining number of times the user can operate the object or the remaining time until the game part ends.
[0117] (11) In the program according to any one of (8) to (10) above, the timing at which the option is presented is determined according to the content of the specific process.
[0118] (12) An information processing method, comprising each step in the program according to any one of (1) to (11) above.
[0119] (13) An information processing system, comprising a control unit, wherein the control unit is configured to execute each step according to any one of (1) to (11) above. Of course, this is not the limit.
[0120] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are also included in the disclosure described in the claims and the equivalent scope thereof.
Explanation of Reference Numerals
[0121] 1: Information processing system 11: Communication network 2: Information processing apparatus 20: Communication bus 21: Communication unit 22: Storage unit 23: Control unit 230: Game control unit 231: Presentation unit 232: Decision unit 233: Execution unit 234: Reception unit 235: Display control unit 236: Judgment unit 3: Game apparatus 30: Communication bus 31: Communication unit 32: Storage unit 33: Control Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation Unit 4a: Display 4b: Speaker 4c: Input Device 5: Map Screen 50: Map 501: Character 502: Quest Selection Button 51: Quest Display Window 511: Operation Button 6: Quest Screen 61: Partner 62: Movement Count Display Area 63: Achievement Condition Display Area 64: Score Display Area 641: Score Display Bar 65: Game Board 651: Normal Object 652: Material Object 653: Obstacle Object 654: Progress Direction Display 655: Bomb Object 66: Operation Button 67: Item Display Area 671: Item Button 7: Hint Window 71: Operation Button IF1: Situation Information IF2: Reference Information
Claims
1. A program, causing a computer to execute the following steps: In a game control step, controlling a game part in which game achievement conditions are set; In a determination step, determining the content of specific processing based on situation information, where the situation information includes information about an obstructive object in the game space where the game progresses; the obstructive object is an object that generates an adverse effect that inhibits the achievement of the achievement condition; the specific processing is a process of giving the user an advantageous effect that contributes to the achievement of the achievement condition; In a presentation step, presenting the user with an option to select whether to execute the specific processing at least from the time when the game part starts to the time before it ends.
2. In the program according to claim 1, the specific processing is a process of giving the user an advantageous effect that contributes to the cancellation of the adverse effect.
3. In the program according to claim 1 or claim 2, the information about the obstructive object is information about the quantity of the obstructive object in the game space.
4. In the program according to any one of claims 1 to 3, the obstructive object is a plurality of obstructive objects including at least two or more types, and the specific processing is a process of giving the user an advantageous effect that contributes to the invalidation of at least one type of obstructive object that satisfies a condition related to the number in the game space.
5. In the program according to any one of claims 1 to 4, The interference object is a plurality of interference objects including at least two or more types, The specific process is a process that gives the user an advantageous effect that contributes to the invalidation of a plurality of the interference objects that satisfies a condition regarding the total number in the game space.
6. In the program according to any one of Claims 1 to 5, Furthermore, in the execution step, the specific process is executed in response to the payment of a first consideration by the user and In the reception step, when the game part ends without the achievement condition being satisfied, an input to continue the game part is received from the user in exchange for the payment of a second consideration, where the second consideration is set to be more expensive than the first consideration.
7. In the program according to any one of Claims 1 to 6, The timing at which the option is presented is determined based on the number of game parts that have ended without the achievement condition being satisfied among the plurality of game parts.
8. In the program according to any one of Claims 1 to 7, In the game control step, in a game board including an object having at least one of a plurality of attributes, when a match condition regarding the attribute is satisfied in response to an operation of moving the object, the game part that proceeds by deleting the object for which the match condition is satisfied is controlled, where the achievement condition is that an object having a specific attribute has been deleted by a predetermined number or more, and the specific process gives the user an advantageous effect that contributes to the generation or deletion of the object having the specific attribute on the game board.
9. In the program according to Claim 8, The situation information includes information about the interfering object and information regarding the number of objects having the specific attribute on the game board.
10. In the program according to claim 8 or claim 9, The timing at which the option is presented is associated with the remaining number of times the user can operate the object or the remaining time until the game part ends.
11. In the program according to any one of claims 8 to 10, The timing at which the option is presented is determined according to the content of the specific process.
12. An information processing method executed by a computer, The method includes each step in the program according to any one of claims 1 to 11.
13. An information processing system, Comprising a control unit, The control unit is configured to execute each step according to any one of claims 1 to 11.
Citation Information
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