Program, Information Processing Method, and Information Processing System

The program addresses unintended events in auto mode by specifying and notifying users of upcoming events, enhancing user convenience and reducing stress in gameplay.

JP7712557B2Active Publication Date: 2025-07-24CAPCOM CO LTD
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Patent Information

Application Number
JP2022097074
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2025-07-24
Estimated Expiration
2042-06-16

AI Technical Summary

Technical Problem

Conventional games with auto mode functions can lead to unintended events that inconvenience users, as they are not adequately notified about upcoming events affecting their player characters.

Method used

A program that controls a game to specify and notify users about predetermined events occurring after a certain time in auto mode, allowing users to take proactive measures.

Benefits of technology

Enhances user convenience by allowing users to anticipate and respond to potential issues in auto mode, reducing stress and improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to further improve convenience for a user in an automatic mode.SOLUTION: There is provided a program. The program causes a computer to execute the undermentioned steps. In a game control step, control is executed for a first state in which a player character is operated in a virtual space in response to an input by a user and a second state in which the player character is operated in the virtual space without the input by the user. In a specification step, a predetermined event is specified, which is an event affecting the player character, and which occurs after an elapse of a predetermined time from the present time in the second state. In a notification step, notification is executed in a mode that allows the user to recognize that the predetermined event occurs.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] Conventionally, a game having a so-called auto mode function in which operations of a player character are executed without depending on user input has been disclosed (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 a conventional game, an event unintended by the user may occur during the auto mode.

[0005] In view of the above circumstances, the present disclosure aims to provide a technique for further improving the convenience of the user in the auto mode.

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 a game control step, in response to user input, a first state in which a player character is operated in a virtual space and a second state in which the player character is operated in the virtual space without depending on user input are controlled. In a specifying step, in the second state, a predetermined event, which is an event that affects the player character and occurs after a lapse of a predetermined time from the current time, is specified. In a notification step, notification is executed in a manner recognizable by the user that the predetermined event has occurred.

[0007] According to the present disclosure, the convenience of the user in the auto mode can be further improved.

Brief Description of the Drawings

[0008]

Figure 1

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Modes 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 following embodiments can be combined with each other.

[0010] Incidentally, the program for implementing the software that appears in this embodiment may be provided as a non-transitory computer-readable medium that can be read by a computer, may be provided so as to be downloadable from an external server, or may be provided so that the program is launched on an external computer to realize its functions on a client terminal (so-called cloud computing).

[0011] In addition, in this embodiment, the "section" may include, for example, a combination of 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 this embodiment, various types of information are handled, and these 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] Also, 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. Explanation of the game FIG. 1 is 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 the present embodiment is an online game executed in the information processing system 1. In this game, a user of the game apparatus 3 makes one or more player characters act in a virtual space, or makes the player character fight against an enemy character that is a non-player character. Also, a character is an example of an object.

[0015] The game as described above is executed using a game apparatus 3 which is an electronic device such as a home game machine like PlayStation (registered trademark), a portable game machine like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.

[0016] 2. Outline of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing apparatus 2 and a plurality of game apparatuses 3. The information processing apparatus 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game apparatus 3. The information processing apparatus 2 is constituted by, for example, a server. Each of the plurality of game apparatuses 3 has the same configuration as each other. In the present embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing apparatus 2 or the game apparatus 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 operations. To do so, 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. For each user, account information including identification information and a password is assigned to the game device 3 on a per-user basis. 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 login, when the game device 3 receives data necessary for game progress (data regarding 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 auto-play execution / termination request, 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 this embodiment, various data related to the game, and the like.

[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 the game, information such as a user name, a user rank, status information related to the player character operated by the user, the amount of consumable media available in the virtual space, and information related to parameters is stored in an associated manner. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information related to game media to be selected. In the lottery list, information related to the game media (name, ability parameters, rarity, level, etc.) and the selection ratio by lottery are associated. The ability parameters include, for example, combat power, HP, attack power, defense power, wisdom, or speed when the game media is a player character.

[0024] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2 which is the own device. In particular, the control unit 23 realizes various functions related to the information processing device 2 which is the own device by reading a predetermined program stored in the storage unit 22. That is, the information processing by the 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] As information processing executed by the control unit 23, for example, there are billing settlement processing, user account authentication processing, gacha lottery selection processing, and the like. The billing settlement processing is executed based on a billing request necessary to recover a predetermined amount of parameters during the game, for example. The user account authentication processing is executed using, for example, the user identification information 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 transmission source of the lottery request are associated in the user database, whereby the user is given the game medium that 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, and the like. The user can obtain the game medium by direct purchase by billing, clearing quests, or 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 in the 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> A display 4a, a speaker 4b, and an input device 4c are externally connected to or built into the game device 3. 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.

[0028] The communication unit 31 is a so-called network interface that is communicably connected to a 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. Note that 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 this master information 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 functional unit 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 possible.

[0031] In particular, the control unit 33 is configured to execute a game in accordance with an 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. When the game image information is processed by the graphic processing unit 34a, the processed game image is sequentially displayed on the display 4a. In other words, in executing the game, 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.

[0032] The graphic processing unit 34a draws a game image including various objects related to characters and virtual spaces in video format according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to a display 4a which is of a liquid crystal type, for example, and the game image drawn in video format is displayed on the display 4a as a game screen. The audio processing unit 34b is connected to a speaker 4b, and when it plays and synthesizes game sounds according to the instructions of the control unit 33, it 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, a keyboard, 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 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 specifying unit 231, a notification unit 232, a reception unit 233, a display control unit 234, and a determination unit 235 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. For example, those other than the game control unit 230, the specifying unit 231, and the notification unit 232 can be omitted.

[0035] The game control unit 230 is configured to control the progress of the game as a game control step. For example, the game control unit 230 controls the progress of an action game in which the user operates a player character in a virtual space. One aspect of the game here may be a quest with a time limit and specific achievement conditions defined. The achievement conditions are, for example, that the player character collects a specific number of specified items in a field, which is a virtual space having a certain range, defeats a specific number of specified enemy characters, and so on. The user can select which quest to accept from among a plurality of quests. For example, as a game control step, the game control unit 230, in response to the user's input, controls a first state (specifically, for example, a manual mode) in which the player character operates in the virtual space, and a second state (specifically, for example, an auto mode) in which the player character operates in the virtual space without depending on the user's input.

[0036] The specifying unit 231 is configured to specify various information in the game whose progress is controlled by the game control unit 230 as a specifying step. As an example, as a specifying step, the specifying unit 231 specifies at least one predetermined event that is an event affecting the player character and that occurs after a lapse of a predetermined time from the current time in the second state.

[0037] The notification unit 232 is configured to execute various notifications to the user as a notification step. The method of notification is not particularly limited. For example, the notification unit 232 may display a notification on the display 4a of the game device 3 via the display control unit 234, may emit a sound from the speaker 4b, or may vibrate the input device 4c. The notification by the notification unit 232 may be continuously performed to the user or may be canceled by an input from the user via the input device 4c.

[0038] The reception unit 233 is configured to receive various data as a reception step. For example, the reception unit 233 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 233 receives the 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, various information received by the reception unit 233 will be described as being stored in the storage unit 22.

[0039] The display control unit 234, as the first to fourth display steps, 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. Specifically, the display control unit 234 may generate the visual information itself such as a screen, an image (e.g., a still image or a moving image), an icon, text, etc. that is generated in a manner visible to humans, or for example, generate rendering information for displaying the visual information on the display 4a and transmit this.

[0040] The determination unit 235 is configured to perform determinations of various states in the game whose progress is controlled by the game control unit 230 as a specific step. As an example, the determination unit 235, as a determination step, determines an evaluation result regarding an influence based on a first parameter that is a parameter regarding the player character and a second parameter regarding an object other than the player character in the virtual space. Here, the object other than the player character is not particularly limited as long as it is an object arranged in the field. Specifically, for example, the object is a trap, an explosive, a poisonous plant, an enemy character, etc. The influence here is, for example, an unfavorable influence for the user such as the player character receiving damage, becoming in an abnormal state, or the game being over.

[0041] 3. Flow of operations of the information processing system 1 3.1 Outline of information processing In this section, the flow of an information processing method that causes a program to be executed by a computer which is the information processing apparatus 2 will be described. Hereinafter, as an example of a preferred embodiment, a scenario where a user is playing a quest will be described as an example.

[0042] 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.

[0043] First, as a game control step, the game control unit 230 advances the quest in the manual mode (activity A001). Specifically, for example, the reception unit 233 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 specifically, for example, an instruction for operating the player character by command input of the input device 4c or the like.

[0044] Next, the reception unit 233 receives from the user, via the communication unit 21 and the communication network 11, the setting of a destination in the field (activity A002). For example, the destination is a specific point in the field and is a point different from the start point at the start of the quest. The destination is, for example, a point where a battle with a specific enemy character occurs, a point where an event occurs, a relay point that serves as a base for the activities of the player character, and the like. For example, this destination is the point that the player character moving in the auto mode aims at. From another perspective, the process of operating the player character in the auto mode includes the process of moving the player character to the destination within the virtual space specified by the user.

[0045] Next, the reception unit 233 receives, via the communication unit 21 and the communication network 11, a switching instruction for instructing the user to switch from the first state to the second state (activity A003). Specifically, for example, the reception unit 233 receives a switching instruction from the user via the input of the input device 4c.

[0046] Next, as a specific step, the specifying unit 231 specifies the movement route from the current location of the player character to the destination (Activity A004). Further, as a specific step, the specifying unit 231 specifies the combat occurrence position between the player character and the enemy character on the movement route (Activity A004). Specifically, for example, the specifying unit 231 specifies the current location of the player character in the field and the location of the enemy character. Then, when the combat occurrence range where a combat event (hereinafter simply referred to as combat) with the enemy character occurs overlaps the movement route of the player character, the specifying unit 231 specifies the overlapping position as the combat occurrence position. For example, the combat occurrence range is a range included in a circle of an arbitrary size centered on the enemy character. In one example, there may be a case where no combat occurrence position is specified, but in this embodiment, the description will be made assuming that at least one combat occurrence position is specified.

[0047] Next, based on the switching instruction received in Activity A003, the game control unit 230 switches from the manual mode to the auto mode (Activity A005). Specifically, for example, as a game control step, the game control unit 230 starts the progress of the quest in the auto mode.

[0048] Next, as a second display step, the display control unit 234 displays a suggestive image IM including an image related to the situation of the player character after a lapse of a predetermined time from the current time in the auto mode (Activity A006). Specifically, for example, the suggestive image IM is a leading character arranged in the current field. The leading character is arranged at a point corresponding to the position of the player character after a lapse of a predetermined time from the current time. For example, the display control unit 234 causes the display 4a to display a field including the leading character in a manner visible to the user. For example, the position of the leading character is determined based on the movement speed of the player character moving in the auto mode and the specified movement route.

[0049] More specifically, for example, the display control unit 234 causes the display 4a to display a field including a leading character and a player character in a manner visible to the user. For example, the leading character is an object displayed in a manner that makes a player character operating in auto mode lead by a predetermined time. That is, the leading character operates without depending on the user's input. And the player character operates without depending on the user's input, for example, in a manner of moving following behind the leading character.

[0050] Next, it is determined by the determination unit 235 whether or not the leading character has reached the battle occurrence position (Activity A007). Specifically, for example, the determination unit 235 determines that the leading character has reached the battle occurrence position when the leading character enters the battle occurrence range of the enemy character. In that case, the next process (Activity A008) is executed. On the other hand, for example, the determination unit 235 determines that the leading character has not reached the battle occurrence position when the leading character has not entered the battle occurrence range of the enemy character. In that case, the process returns to the process of Activity A006. That is, until the leading character reaches the battle occurrence position, the leading character and the player character continue to move in auto mode.

[0051] Note that in this example, when the leading character reaches the battle occurrence position, the battle has not yet occurred. For example, when it is determined that a player character operating in auto mode has reached the battle occurrence position, the battle starts. For example, after the leading character reaches the battle occurrence position, the game control unit 230 stops the operation of the leading character and operates only the player character in auto mode until the player character reaches the battle occurrence position.

[0052] Next, the determination unit 235 evaluates the magnitude of the impact of the battle on the player character (Activity A008). The battle here is, for example, a battle that occurs in response to the arrival of the player character. Specifically, for example, the determination unit 235 evaluates the degree of influence on the player character based on a first parameter that is a parameter related to the player character and a second parameter related to the enemy character.

[0053] The first parameter is, for example, a parameter related to the player character and may not include parameters related to the user (for example, parameters such as the amount of in-game currency associated with the user account). The first parameter is, for example, a parameter that can be changed during a quest in order to achieve a specific purpose in the quest (as an example, the movement of the player character in the field or a parameter related to the battle with the enemy character, etc.). Specifically, the first parameter is, for example, the level of the player character, the level of the equipment, the attributes, the physical strength, the attack power, the defense power, the attack range, the presence or absence of resistance to special attacks that cause status abnormalities, the attack avoidance ability, and the like. The second parameter is, for example, the movement of the enemy character in the field or a parameter related to the battle with the player character. Specifically, the second parameter is, for example, the level of the enemy character, the attributes, the physical strength, the attack power, the defense power, the attack range, the presence or absence of special attacks that cause status abnormalities, the weaknesses, the attack avoidance ability, and the like.

[0054] In Activity A008, the determination unit 235 evaluates the magnitude of the impact of combat based on the first parameter and the second parameter. For example, the determination unit 235 calculates the difference between the first parameter and the second parameter. Also, for example, the determination unit 235 calculates the magnitude of the damage received by the player character based on the current equipped defense of the player character and the attack power of the enemy character. Also, for example, the determination unit 235 evaluates the possibility of the player character being in an abnormal state based on the characteristics of the player character's current equipment and the characteristics of the enemy character's attack. For example, if a battle with an enemy character having a poison attack is identified and the player character is wearing equipment without resistance to the poison attack, it is evaluated that there is a possibility of being in an abnormal state (in this example, the poisoned state).

[0055] Next, based on the result evaluated in Activity A008, it is determined by the determination unit 235 whether the magnitude of the impact satisfies a predetermined condition, for example, whether the magnitude of the impact is equal to or greater than a threshold value or less than the threshold value (Activity A009). If it is determined that a predetermined condition is satisfied, such as the magnitude of the impact being equal to or greater than the threshold value, the process proceeds to the next process. On the other hand, if it is determined that a predetermined condition is not satisfied, such as the magnitude of the impact being less than the threshold value, the process of Activity A019 is executed. That is, no particular process is executed until the battle between the player character and the enemy character starts.

[0056] When predetermined conditions are satisfied, such as when it is determined that the magnitude of the impact is equal to or greater than a threshold value, next, the processes of Activity A010 and Activity A011 are executed in parallel. First, as a notification step, the notification unit 232 executes notification in a manner that allows the user to recognize that a predetermined event (specifically, for example, a battle with an enemy character) has occurred (Activity A010). Specifically, for example, the notification unit 232 transmits an instruction for notifying the user to the game device 3 via the communication unit 21 and the communication network 11. From another perspective, the notification unit 232 executes notification in a manner corresponding to the evaluation result in Activity A008. Further, from another perspective, the notification is executed based on the positional relationship between an object other than the player character in the virtual space (specifically, for example, an enemy character) and the preceding character.

[0057] The threshold value of the magnitude of the impact is, for example, the difference between the attack power of the player character and the attack power of the enemy character, the amount of damage received by the player character from the enemy character, the ratio of the amount of damage received to the physical strength of the player character, the probability of the player character becoming abnormally conditioned, etc. Or, for example, the amount of damage inflicted by the player character on the enemy character, the ratio of the amount of damage inflicted to the physical strength of the enemy character, etc. In this case, notification is executed when the amount of damage inflicted is less than the threshold value. Additionally, without setting a threshold value, it can be determined that the magnitude of the impact satisfies the predetermined conditions based on the relationship between the characteristics of the player character's current equipment and the characteristics of the enemy character's attack, etc.

[0058] For example, after Activity A010 and until the process of Activity A018 is executed, the notification unit 232 continues to notify the user. When Activity A018 is omitted, after Activity A010 and until the process of Activity A019 is executed, the execution of the notification continues. That is, the notification continues to be executed until the notification is cancelled or the battle between the player character and the enemy character starts.

[0059] On the other hand, as a fourth display step, the display control unit 234 changes the display mode of the widget WD2 that receives an instruction to make the first parameter of the player character operating in the auto mode changeable (activity A011). Specifically, for example, the display control unit 234 changes the color of the widget WD2 displayed on the display 4a in a manner visible to the user. Here, the widget WD2 is, for example, an operation button that receives an instruction to make it possible to change the equipment of the player character. For example, the user can change the equipment of the player character on the equipment change screen 7 (see FIG. 7) described later.

[0060] Next, the reception unit 233 receives an input of an operation button for displaying the equipment change screen 7 from the user via the communication unit 21 and the communication network 11 (activity A012). When the reception unit 233 receives the input, the process proceeds to the next process. On the other hand, when the reception unit 233 does not receive the input, the process of activity A019 is executed. That is, no particular process is executed until the battle between the player character and the enemy character starts.

[0061] Next, in response to the reception unit 233 receiving an input of an operation button from the user, the processes of activity A013 and activity A014 are executed in parallel. First, the display control unit 234 displays the equipment change screen 7 on the display 4a in a manner visible to the user (activity A013). Further, as a third display step, the display control unit 234 displays visual information IF for recommending a change in the first parameter of the player character operating in the auto mode based on the evaluation result in activity A008 (activity A014). Specifically, for example, the display control unit 234 displays visual information IF for recommending recommended equipment on the display 4a in a manner visible to the user.

[0062] Next, the reception unit 233 receives an equipment change instruction from the user via the communication unit 21 and the communication network 11 (Activity A015). When the reception unit 233 receives an input, the process proceeds to the next step. On the other hand, if the reception unit 233 does not receive an input, the process of Activity A019 is executed. That is, no particular process is executed until the battle between the player character and the enemy character starts.

[0063] Next, in response to receiving the equipment change instruction from the user, the determination unit 235 re-evaluates the magnitude of the impact of the battle on the player character (Activity A016). Since the specific process is the same as that described in Activity A008, it is omitted.

[0064] Next, based on the result evaluated in Activity A008, the determination unit 235 determines whether the magnitude of the impact satisfies a predetermined condition, for example, whether the magnitude of the impact is equal to or greater than a threshold value or less than the threshold value (Activity A017). If it is determined that a predetermined condition is satisfied, such as the magnitude of the impact being equal to or greater than the threshold value, the process of Activity A019 is executed. That is, no particular process is executed until the battle between the player character and the enemy character starts. On the other hand, if it is determined that a predetermined condition is not satisfied, such as the magnitude of the impact being less than the threshold value, the process proceeds to the next step.

[0065] Next, the notification unit 232 cancels the notification that has continued from Activity A010 (Activity A018). Specifically, for example, the notification unit 232 transmits an instruction to cancel the notification to the user to the game device 3 via the communication unit 21 and the communication network 11. Especially Next, the game control unit 230 starts the battle between the player character and the enemy character and advances the battle in auto mode (Activity A019). For example, the battle starts after the display of the player character that has caught up from behind overlaps with the display of the leading character. For example, after the displays of the leading character and the player character overlap, the display control unit 234 erases the leading character and displays only the player character. If the notification by the notification unit 232 has been continuing, for example, the notification is cancelled along with the start of the battle.

[0066] Next, the game control unit 230 switches from auto mode to manual mode (Activity A020). Specifically, for example, in response to the reception unit 233 receiving a switching instruction from the user to switch from auto mode to manual mode, it switches to manual mode. In other examples, the game control unit 230 switches to manual mode when the game is over during or after the battle, when the player character reaches a destination preset by the user, when a quest is completed, etc.

[0067] Summarizing the above, the information processing apparatus 2 includes a control unit 23. The control unit 23 includes the following units. The game control unit 230 controls, as game control steps, a first state in which the player character is operated in the virtual space according to the user's input, and a second state in which the player character is operated in the virtual space without depending on the user's input. The specifying unit 231 specifies, as a specifying step, a predetermined event that is an event affecting the player character and that occurs after a lapse of a predetermined time from the current time in the second state. The notification unit 232 executes notification, as a notification step, in a manner that allows the user to recognize the occurrence of the predetermined event.

[0068] According to these aspects, the convenience of the user in the auto mode can be further improved. In particular, when operating the player character in the auto mode, it is possible to notify the user in advance that the game may progress in a way contrary to the user's intention, and prompt the user to take an operation to prevent it. As a result, the user can reduce the need to carefully observe the game screen during the auto mode, and can reduce the stress felt during the auto mode.

[0069] By displaying the suggestion image IM, the user can predict in advance how the game will progress in the auto mode. As a result, the user can take some countermeasures according to the situation of the player character after a predetermined time has passed, which is more convenient for the user.

[0070] Since the suggestion image IM is the leading character, the user can more specifically grasp how the game will progress in the auto mode. Specifically, the user can more specifically predict the moving direction of the player character and the events that occur at the destination.

[0071] Since the notification is executed based on the positional relationship between an object other than the player character in the virtual space and the leading character, it is possible to notify when the leading character approaches a predetermined object. As a result, the user can more specifically estimate the distance between the player character and the predetermined object.

[0072] By executing the notification in a manner corresponding to the evaluation result, it is possible to make the user recognize the magnitude of the influence of a predetermined event. For example, the user can be made to understand how dangerous the situation of the player character is, and the user can respond more flexibly according to the situation.

[0073] By displaying visual information IF that recommends changing the first parameter, the user can be prompted to take the following actions. As a result, even a user who is not familiar with game operations can more easily take appropriate actions according to the situation.

[0074] 3.2 Details of Information Processing The detailed part of the information processing outlined above will be described using figures.

[0075] <Home Screen 5 and Quest Progress Screen 6 (Manual Mode)> Figure 4 is an image diagram showing an example of the home screen 5 and the quest progress screen 6. The home screen 5 includes, for example, a character display 50 and a plurality of operation buttons 51. The home screen 5 is, for example, a starting screen for transitioning to each screen (not shown) such as a gacha execution screen, an editing screen, a quest selection screen, an item screen, a shop screen, etc. The character display 50 is, for example, an image that displays the appearance of the player character operated by the user.

[0076] The operation button 51 is a widget that receives an instruction to display the screen corresponding to each operation button 51. For example, when the user inputs through the operation button 51 displayed as "Quest", a quest selection screen (not shown) is displayed on the display 4a. In response to the start instruction input by the user through the quest selection screen, the game control unit 230 starts the quest.

[0077] The quest progress screen 6 is an example of a screen that the game control unit 230 displays during the quest. The quest progress screen 6 in Figure 4 is an example of a screen that the display control unit 234 displays in the activity A001 of Figure 4. That is, in the example of Figure 4, the quest progress screen 6 in the state controlled in the manual mode is shown. The quest progress screen 6 includes, for example, a field 60 and a menu window 61.

[0078] Field 60 is, for example, an image captured by a virtual camera in a virtual space. In the example of FIG. 4, field 60 includes player character 601. In the example of FIG. 4, player character 601 operates according to user operations.

[0079] Menu window 61 includes, for example, an auto mode button 611, a destination setting button 612, an equipment change button 613, an item button 614, and a skill setting button 615. Menu window 61 is, for example, a window that serves as a starting point for executing processes corresponding to each button (for example, processes such as switching to auto mode and transitioning to another screen). In one example, in manual mode, when transitioning to a screen other than quest progress screen 6, the operation of the player character stops.

[0080] <Quest progress screen 6 (auto mode)> FIGS. 5 and 6 are image diagrams showing an example of quest progress screen 6. Quest progress screen 6 in FIG. 5 is an example of a screen that display control unit 234 causes to be displayed in activity A006 of FIG. 3. For example, in response to user input via auto mode button 611 in FIG. 4, quest progress screen 6 of FIG. 5 is displayed on display 4a. That is, in the example of FIG. 5, quest progress screen 6 in a state controlled in auto mode is shown. At this time, although user can recognize that it is being controlled in auto mode by the display of manual mode button 616, display control unit 234 may further display information for making it possible for the user to recognize that it is being controlled in auto mode. Below, differences from quest progress screen 6 in FIG. 4 will be described.

[0081] In the example of FIG. 5, the field 60 includes the player character 601 and the leading character 602. In the example of FIG. 5, the player character 601 and the leading character 602 operate without being affected by the user's operation. The leading character 602 is an example of the suggestion image IM. The leading character 602 is displayed, for example, in the form of a semi-transparent player character 601 (so-called, the ghost of the player character 601). In such a form, the user can distinguish between the player character 601 and the leading character 602. The leading character 602 is displayed, for example, in any color (the same color as the player character 601, any single color, any combination of two or more colors, etc.). Note that during the auto mode, while the player character 601 and the leading character 602 operate without being affected by the user's operation, some operation inputs may be allowed to be received, and they do not operate without receiving any user operation at all. For example, during the auto mode, it may be possible to receive the movement operation of the player character 601 in order to correct the movement path of the player character 601.

[0082] Preferably, the notification is executed by changing the display mode related to the leading character 602. From another perspective, as an example of the notification, the display control unit 234 changes the display mode of 602 displayed on the display 4a. In the example of FIG. 5, the leading character 602 has not reached the combat occurrence position, and the notification has not been executed. For example, the leading character 602 is displayed in a display mode that allows the user to recognize that a predetermined event such as combat is not approaching the player character 601. For example, the leading character 602 is displayed in colors such as white, blue, green, light blue, etc., which generally indicate a safe state. In such a form, the user can easily recognize the presence or absence of the notification while checking the quest progress screen 6. Also, by changing the display mode of the leading character 602 that is easy to attract the user's attention, it becomes easy to attract the user's attention.

[0083] The menu window 61 includes, for example, a manual mode button 616, a destination setting button 612, an equipment change button 613, an item button 614, and a skill setting button 615. From another perspective, the display control unit 234, as a first display step, displays a widget WD1 (specifically, for example, the manual mode button 616) that receives a switching instruction. From still another perspective, the display control unit 234, as a fourth display step, displays a widget WD2 (specifically, for example, the equipment change button 613) that receives an instruction to enable changing of a first parameter of a player character operating in a second state. The user can switch to the manual mode, for example, at any timing, via selection of the manual mode button 616. Also, the user can change the equipment, for example, at any timing, via selection of the equipment change button 613.

[0084] The quest progress screen 6 in FIG. 6 is an example of a screen displayed by the display control unit 234 in a state where notification is being executed in the activity A010 of FIG. 3. In the example of FIG. 6, the field 60 includes a player character 601, a leading character 603, and an enemy character 604. In the example of FIG. 6, the leading character 603 has reached the combat occurrence position with the enemy character 604, and its movement has stopped.

[0085] For example, the leading character 603 is displayed in a display mode that enables the user to recognize that a predetermined event such as combat is approaching the player character 601. For example, the leading character 603 is displayed in colors such as red, yellow, orange, etc., which generally indicate a dangerous state. Also, for example, the leading character 603 is displayed with an emphasizing effect such as lighting up its surroundings or blinking the leading character 603 itself. From another perspective, the notification unit 232, as a notification step, executes notification in a manner that enables the user to recognize that danger is approaching the player character, that the player character will be greatly affected by combat, etc.

[0086] In the example of FIG. 6, the display modes of the manual mode button 616, the destination setting button 612, the equipment change button 613, the item button 614, and the skill setting button 615 have changed. For example, the change in the display mode of these buttons is executed by changing the color, lighting up the surroundings, flashing, or popping up what was not previously displayed. From another perspective, the change in the display mode includes the change of buttons, etc. from a non-display state to a displayed state. For example, depending on the situation of the player character, the display modes of at least some of these buttons change.

[0087] From yet another perspective, the display mode of the widget WD1 (specifically, for example, the manual mode button 616) changes in response to the execution of the notification. From yet another perspective, the display mode of the widget WD2 (specifically, for example, the equipment change button 613) changes in response to the execution of the notification. In such a manner, the user can be made to more easily recognize the actions recommended for opening the situation. Also, the user can take a more prompt response for improving the situation, and it is more user-friendly.

[0088] For example, in response to the user's input via the manual mode button 616, as described in the activity A020 of FIG. 3, the switching from the auto mode to the manual mode is executed. From another perspective, the reception unit 233, as a reception step, receives a switching instruction from the user to instruct the switching from the second state to the first state after the notification step. In such a manner, after the user recognizes the notification, the user can instruct the switching from the auto mode to the manual mode. Thereby, even in the auto mode, it is possible to prevent the game from proceeding to a result contrary to the user's intention.

[0089] <Equipment Change Screen 7 (Auto Mode)> FIG. 7 is an image diagram showing an example of the equipment change screen 7. The equipment change screen 7 is an example of a screen that the display control unit 234 causes to be displayed in the activity A013 of FIG. 3. The example of FIG. 7 shows the equipment change screen 7 that is displayed in response to a user input via the equipment change button 613 in FIG. 6. The equipment change screen 7 includes, for example, a character display 70, an auto-play display window 71, a setting window 72, and operation buttons 73.

[0090] The character display 70 is, for example, an image showing a preview of the equipment of the player character 601. The auto-play display window 71 is, for example, a window that displays the quest progress screen 6 that progresses in the auto mode. In such a manner, the user can confirm the state of the player character 601 operating in the auto mode while considering equipment changes.

[0091] The setting window 72 is, for example, a window capable of accepting various settings regarding the player character 601. The setting window 72 includes, for example, a menu switching tab 721, a display switching button 722, an item display area 723, an item display area 724, and a recommended display 725.

[0092] In the example of FIG. 7, a state in which the menu switching tab 721 of "Equipment" and the display switching button 722 of "Weapon" are selected is shown. Here, "Equipment" indicates a major category, and "Weapon" indicates a minor category. Weapons, armors, and accessories are examples of equipment. In the example of FIG. 7, weapons that the user can equip are displayed in the item display area 723 (or the item display area 724). The user can change the first parameter by changing the equipment of the player character 601 via the setting window 72. For example, when the user changes the weapon, the first parameters such as the attribute of the attack, the attack power, the attack range, and the presence or absence of a special attack are changed.

[0093] For example, when the display switching button 722 for "Items" is selected, a list of available items is displayed in the setting window 72. For example, by using recovery items, enhancement items, etc. according to the user's input, first parameters such as physical strength, attack power, attack attributes, defense power, and resistance to special attacks are changed. Similarly, when the display switching button 722 for "Skills" is selected, for example, a list of skills that the user can enhance is displayed in the setting window 72. According to the user's input, various first parameters are changed in the same way as equipment and the like.

[0094] For example, the item display area 723 is displayed in such a way that the user can distinguish it from the item display area 724, such as by thickening the frame line, making it a double line, or changing the color of the frame line or the area background. Thereby, the user can recognize that the currently equipped weapon is the weapon displayed in the item display area 723.

[0095] For example, the recommended display 725 is an example of visual information IF displayed in the activity A014 of FIG. 3. For example, assume a case where it is determined that the amount of damage that the player character 601 inflicts on the enemy character 604 is less than the threshold value based on the evaluation based on the first parameter (as an example, the attack attribute of the current weapon) and the second parameter (as an example, the defense attribute of the enemy character 604). In this case, for example, the recommended display 725 is displayed for the item display area 724 of the weapon that can inflict a damage amount equal to or greater than the threshold value on the enemy character 604. For example, the recommended display 725 is displayed by characters, images including icons, combinations thereof, etc. The recommended display 725 is displayed in a display mode such as being displayed in a different color from the display switching button 722, etc., being made to glow, or blink. Thereby, the user can more easily recognize the recommended display 725, and can quickly execute the measures to improve the situation of the player character 601.

[0096] Note that, regardless of the user's input, the first parameter may be automatically changed based on the second parameter so that the recommended equipment is automatically changed. In this case, the above-described notification may be omitted. Then, when the event that caused the impact, such as defeating the enemy character, is eliminated, the equipment may be returned to the equipment before the change. This can further enhance the convenience regarding the auto mode.

[0097] The operation button 73 is a button that receives an instruction to close the equipment change screen 7 and display the quest progress screen 6, for example.

[0098] For example, in response to the user's selection of the item display area 724, the display control unit 234 changes and displays the equipment of the character display 70, the player character 601, and the leading character 603 in the auto-play display window 71. The equipment change instruction in the activity A015 of FIG. 3 is an instruction via, for example, the user's selection input of the item display area 724, an operation of overlapping the cursor on the item display area 724, an input of the operation button 73, etc. When the magnitude of the impact becomes less than the threshold value by receiving the equipment change instruction, the notification is canceled. For example, the display color of the leading character 603 included in the auto-play display window 71 changes from red to light blue. The mode of the quest progress screen 6 for which the notification has been canceled will be described later with reference to FIG. 8.

[0099] <Quest progress screen 6 (notification canceled)> FIG. 8 is an image diagram showing an example of the quest progress screen 6. The quest progress screen 6 of FIG. 8 is an example of a screen displayed by the display control unit 234 in the activity A018 of FIG. 3. In the example of FIG. 8, the quest progress screen 6 is shown when the user selects the weapon for which the recommended display 725 is displayed in FIG. 7. When the notification is canceled by receiving the equipment change instruction, the leading character 605 is displayed in the same display mode as the leading character 602 in FIG. 5 (that is, the original display mode), for example.

[0100] Also, in the example of FIG. 8, with the cancellation of the notification, the display modes of the manual mode button 616, destination setting button 612, equipment change button 613, item button 614, and skill setting button 615 have changed. For example, these buttons are displayed in the same display mode as the manual mode button 616 etc. in FIG. 5 (that is, the original display mode).

[0101] [Others] Regarding the information processing method according to the foregoing embodiment, the following aspects may be adopted.

[0102] FIGS. 9 and 10 are image diagrams showing modified examples of the quest progress screen 6. In FIG. 9, for example, the suggestion image IM is the preceding object 606 arranged in the current field. The preceding object 606 is arranged at a point corresponding to the position of the player character after a predetermined time has elapsed from the current time. In the example of FIG. 9, the preceding object 606 is elliptical, but its shape is not particularly limited. The preceding object 606 may be, for example, a polygon, a substantially circular shape, a star shape, a heart shape, or other figures. Also, the preceding object 606 may be in the form of light, liquid, etc. that does not have a specific shape. The preceding object 607 shows the state where the notification has been executed and the display mode has changed from the preceding object 606.

[0103] In FIG. 10, for example, the suggestion image IM is the signal object 608 displayed in the field 60 in a manner associated with the player character 601. For example, when the notification has not been executed, the signal object 608 is displayed in a state where the blue signal is lit. And when the notification has been executed, the signal object 609 is displayed in a state where the red (or yellow) signal is lit.

[0104] In one embodiment, the suggestion image IM may be an image showing the field of view corresponding to the preceding character. For example, a window for displaying the field of view corresponding to the preceding character may be included in the quest progress screen 6. Also, the suggestion image IM may be the auto-play display window 71 included in the equipment change screen 7.

[0105] In the above example, the mode in which it is determined whether it is above or below the threshold value regarding the magnitude of the influence has been described, but it is not limited to this. For example, the determination unit 235 may determine the level of danger from among a plurality of levels. For example, if the probability of game over is less than 10%, it may be determined as "low danger", if it is 10% or more and less than 50%, it may be determined as "medium danger", and if it is 50% or more, it may be determined as "high danger", etc. In this case, depending on the level of danger, the notification modes of yellow and red of the signal object 609 may be distinguished.

[0106] As an example, the mode of arrangement on the screen including the image of the preceding character captured by the virtual camera has been described, but it does not have to be limited to this. In one embodiment, the preceding character is arranged on the screen corresponding to the field of view of the current player character. For example, the display control unit 234 causes the display 4a to display the field including the preceding character in a manner visible to the user. By such a mode, the load of the process of displaying the character can be reduced, and the computational load of the computer can be reduced.

[0107] FIG. 11 is an image diagram showing a modified example of the equipment change screen 7. In the equipment change screen 7, the setting regarding the change of the first parameter may include the setting of the condition for applying the change of the first parameter. The condition for applying the change of the first parameter may be set in association with the destination. The condition change button 726 is, for example, a button that receives an instruction to change the condition for applying the equipment change. In the example of FIG. 11, it is set such that the equipment change is executed at the timing when the player character arrives in front of the room of the boss character which is the destination.

[0108] For example, they are conditions related to the actions of player characters and conditions related to the situation of the virtual space. Examples of conditions include receiving an instruction from the user (i.e., immediate application), the player character performing a specific action, the player character reaching a specific location, a specific event such as a battle occurring, encountering a specific enemy character, the time or weather in the virtual space satisfying predetermined conditions, and so on. Also, examples of conditions associated with a destination include the player character reaching the destination, the distance between the player character and the destination becoming less than a specific value, and the like.

[0109] In one aspect, the notification may be executed by means such as causing the game device 3 or the input device 4c to vibrate, generating sound from the speaker 4b, or displaying a screen (e.g., a pop-up window) on the display 4a. In another aspect, the notification may be canceled in response to an input from the user instructing the cancellation of the notification.

[0110] The mode of notification may be, for example, push notification on a smartphone or the like, email transmission, message transmission in a messenger application such as LINE (registered trademark), and the like. For example, when the user has launched another application such as LINE (registered trademark), the user may receive the notification. In that case, the notification may be executed on the game device 3 on which the game is being executed, or may be executed on another game device (e.g., a smartphone or the like) capable of communicating with the communication network 11. Another application may be executed in a state where the game control unit 230 advances the game in the auto mode in the background. Also, the game screen and the screen of another application may be displayed in a mode that divides the screen of the display 4a.

[0111] FIG. 12 is an image diagram showing a modified example of the equipment change screen 7. The example of FIG. 12 shows a state in which notification is executed while the equipment change screen 7 is being displayed in the auto mode. From another perspective, based on the notification instruction output by the notification unit 232, the display control unit 234 changes the display mode of the auto play display window 71. As shown in FIG. 12, the display control unit 234 may change the size of the auto play display window 71 displayed on the display 4a in a manner visible to the user.

[0112] In one aspect, when an input to the equipment change button 613 is made after the execution of the notification, or when the notification is executed while the equipment change screen 7 is being displayed, the game control unit 230 may temporarily stop the operation of the player character in the auto mode. In that case, the display control unit 234 may display the player character 601 whose operation has stopped while keeping the leading character 603 in the auto play display window 71 of FIG. 7 displayed. For example, in response to the notification being canceled due to the equipment change, the game control unit 230 resumes the operation of the player character in the auto mode.

[0113] In one aspect, the process of operating the player character in the auto mode includes processes such as having the player character fight against an enemy character, having the player character collect or use an item, and changing the equipment of the player character. Also, in response to the execution of the notification, for example, switching from the auto mode to the manual mode, changing the equipment of the player character, etc. may be executed without depending on the user's input.

[0114] The game to which the present disclosure is applied is not limited to action games. For example, it may be a role-playing game in which it is possible to raise the level of a player character in the auto mode. Also, it may be a multiplayer game (for example, a battle game) in which a plurality of users play a game in the same virtual space. In the case of a multiplayer game, for example, when a specific condition is satisfied (for example, when the detection ability can be used, etc.) and the positional relationship between the player character and other player characters satisfies a specific condition, notification may be executed.

[0115] In the present embodiment, the game control unit 230, the specifying unit 231, the notification unit 232, the reception unit 233, the display control unit 234, and the determination unit 235 are described as functional units realized by the control unit 23 of the information processing apparatus 2. However, at least a part of these may be implemented as a functional unit realized by the control unit 33 of the game apparatus 3.

[0116] The aspect of the above embodiment may be a program. The program causes a computer to execute each step in the information processing method.

[0117] Furthermore, it may be provided in each of the aspects described below.

[0118] (1) A program that causes a computer to execute the following steps. In the game control step, in response to a user input, a first state in which a player character is operated in a virtual space and a second state in which the player character is operated in the virtual space without depending on the user input are controlled. In the specifying step, in the second state, a predetermined event that is an event affecting the player character occurring after a lapse of a predetermined time from the current time is specified. In the notification step, notification is executed in a manner recognizable by the user that the predetermined event has occurred.

[0119] (2) In the program described in (1) above, further, in the reception step, after the notification step, a switching instruction for instructing the switching from the second state to the first state is received from the user.

[0120] (3) In the program described in (2) above, further, in the first display step, a widget for receiving the switching instruction is displayed, and here, the display mode of the widget changes according to the execution of the notification.

[0121] (4) In the program described in any one of (1) to (3) above, further, in the second display step, in the second state, a suggestive image including an image regarding the situation of the player character after a lapse of a predetermined time from the current time is displayed.

[0122] (5) In the program described in (4) above, the process of operating the player character in the second state includes the process of moving the player character to the destination in the virtual space designated by the user, and the suggestive image is a leading character arranged in the virtual space at the current time, and here, the leading character is arranged at a point corresponding to the position of the player character after a lapse of a predetermined time from the current time.

[0123] (6) In the program described in (5) above, the leading character is arranged on the screen corresponding to the visual field of the player character at the current time.

[0124] (7) In the program described in (5) or (6) above, the notification is executed by a change in the display mode regarding the leading character.

[0125] (8) In the program described in any one of (5) to (7) above, the notification is executed based on the positional relationship between an object other than the player character in the virtual space and the leading character.

[0126] (9) In the program according to any one of (1) to (8) above, further, in the determination step, based on a first parameter that is a parameter regarding the player character and a second parameter regarding an object other than the player character in the virtual space, an evaluation result regarding the influence is determined, and in the notification step, the notification is executed in a manner corresponding to the evaluation result.

[0127] (10) In the program according to (9) above, further, in a third display step, visual information recommending a change in the first parameter of the player character operating in the second state is displayed based on the evaluation result.

[0128] (11) In the program according to (9) or (10) above, further, in a fourth display step, a widget for receiving an instruction to make the first parameter of the player character operating in the second state changeable is displayed, where the display mode of the widget changes in response to the execution of the notification.

[0129] (12) An information processing method, comprising each step in the program according to any one of (1) to (11) above.

[0130] (13) An information processing system, comprising a control unit, where the control unit is configured to execute each step according to any one of (1) to (11) above. Of course, this is not all.

[0131] 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. Such 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 Signs

[0132] 1: Information processing system 11: Communication network 2: Information processing device 20: Communication bus 21: Communication unit 22: Storage unit 23: Control unit 230: Game control unit 231: Identification unit 232: Notification unit 233: Reception unit 233: Reception unit 234: Display control unit 235: Judgment unit 3: Game device 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: Home screen 50: Character display 51: Operation button 6: Quest progress screen 60: Field 601: Player character 602: Leading character 603: Leading character 604: Enemy Character 605: Leading Character 606: Leading Object 607: Leading Object 608: Signal Object 609: Signal Object 61: Menu Window 611: Auto Mode Button 612: Destination Setting Button 613: Equipment Change Button 614: Item Button 615: Skill Setting Button 616: Manual Mode Button 7: Equipment Change Screen 70: Character Display 71: Auto Play Display Window 72: Setting Window 721: Menu Switching Tab 722: Display Switching Button 723: Item Display Area 724: Item Display Area 725: Recommended Display 726: Condition Change Button 73: Operation Button IF: Visual Information IM: Suggestive Image WD1: Widget WD2: Widget

Claims

1. A program, which causes a computer to execute the following steps: In a game control step, according to the user's input, a first state in which a player character is operated in a virtual space and a second state in which the player character is operated in the virtual space regardless of the user's input are controlled; In a specific step, in the second state, a predetermined event that is an event affecting the player character and occurs after a lapse of a predetermined time from the current time is specified; In a second display step, in the second state, a suggestive image including an image related to the situation of the player character after a lapse of a predetermined time from the current time is displayed; The process of operating the player character in the second state includes a process of moving the player character to a destination within the virtual space specified by the user; The suggestive image is a leading character arranged in the virtual space at the current time, where the leading character is arranged at a point corresponding to the position of the player character after a lapse of a predetermined time from the current time.

2. In the program according to Claim 1, further, in a notification step, notification is executed in a manner recognizable by the user that the predetermined event has occurred.

3. In the program according to Claim 2, further, in a reception step, after the notification step, a switching instruction for instructing switching from the second state to the first state is received from the user.

4. In the program according to Claim 3, further, in a first display step, a widget for receiving the switching instruction is displayed, where the display mode of the widget changes according to the execution of the notification.

5. In the program according to Claim 1, the leading character is arranged on a screen corresponding to the field of view of the player character at the current time.

6. In the program according to Claim 2, the notification is executed by a change in the display mode related to the leading character.

7. In the program according to Claim 2, the notification is executed based on the positional relationship between an object other than the player character in the virtual space and the leading character.

8. In the program according to Claim 2, Furthermore, in the determination step, an evaluation result regarding the influence is determined based on a first parameter which is a parameter regarding the player character and a second parameter regarding an object other than the player character in the virtual space. In the notification step, the notification is executed in a manner corresponding to the evaluation result.

9. In the program according to claim 8, Furthermore, in the third display step, visual information recommending a change in the first parameter of the player character operating in the second state is displayed based on the evaluation result.

10. In the program according to claim 8, Furthermore, in the fourth display step, a widget for receiving an instruction to make the first parameter of the player character operating in the second state changeable is displayed, where the display mode of the widget changes in response to the execution of the notification.

11. An information processing method comprising: each step in the program according to any one of claims 1 to 10.

12. An information processing system comprising: a control unit, wherein the control unit is configured to execute each step according to any one of claims 1 to 10.

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