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

The system streamlines reward acquisition in information processing systems by enabling players to select games with advantageous conditions and skip functions, reducing effort and time.

JP7721418B2Active Publication Date: 2025-08-12CYGAMES INC
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Patent Information

Application Number
JP2021195878
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-02
Publication Date
2025-08-12
Estimated Expiration
2040-12-16

AI Technical Summary

Technical Problem

Players in information processing systems must select and play multiple games to obtain desired rewards, which is time-consuming and effort-intensive.

Method used

An information processing system that allows players to select games with advantageous conditions and rewards, offering a skip option for game functions, and displays games grouped by reward type, enabling efficient reward acquisition.

Benefits of technology

Reduces player effort and time required to obtain rewards by allowing selective game execution and skipping, optimizing reward collection.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

This saves the player time and effort. [Solution] The information processing program causes the computer to function as a game execution unit (battle game execution unit 81a) that executes a game based on the player's operation, a reward granting unit that grants a predetermined reward when the game is cleared, a reward designation screen display unit 85a that displays a reward designation screen on which the player can designate the desired reward, a display control unit 84a that displays a skip selection screen on which multiple games can be displayed that can earn the reward designated on the reward designation screen and that can perform skip processing to omit at least some of the functions, and a skip game execution unit (collective skip control unit 83a) that executes a selected game from the multiple games displayed on the skip selection screen by skip processing.
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Description

[Technical Field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] Conventionally, as shown in Patent Document 1, for example, an information processing system has been proposed that allows a game to be skipped based on a predetermined operation by the player, and treats the game as having been cleared. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-185268 Summary of the Invention [Problem to be solved by the invention]

[0004] In some information processing systems, different rewards may be awarded for clearing different games. In such cases, a player must select a game that will award the desired reward and play that game. This can result in a problem in that it takes a lot of time and effort for the player to obtain the desired reward.

[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the effort required of the player. [Means for solving the problem]

[0006] In order to solve the above problem, an information processing program A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; The computer executes the following. each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed.

[0010] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; Including, each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed.

[0011] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; and each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed. [Effects of the Invention]

[0012] According to the present invention, it is possible to save the player time and effort. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an ally character confirmation screen, and Fig. 3C is a diagram illustrating an example of an ally character detail screen. [Figure 4] Fig. 4A is a diagram illustrating an example of an acquisition method pop-up, Fig. 4B is a diagram illustrating an example of an acquisition location pop-up, and Fig. 4C is a diagram illustrating an example of an ally character details screen. [Figure 5] Fig. 5A is a diagram illustrating an example of a location acquisition pop-up, Fig. 5B is a diagram illustrating an example of a possessed item list screen, and Fig. 5C is a diagram illustrating an example of a location acquisition pop-up. [Figure 6] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen. [Figure 7] Fig. 7A is a diagram illustrating an example of a battle screen, Fig. 7B is a diagram illustrating an example of a result screen, and Fig. 7C is a diagram illustrating an example of a campaign pop-up. [Figure 8] Fig. 8A is a diagram illustrating an example of a quest screen for a hard quest, and Fig. 8B is a diagram illustrating an example of a quest selection screen for a hard quest. [Figure 9] 9A, 9B, and 9C are diagrams illustrating an example of a quest list pop-up. [Figure 10] 10A and 10B are diagrams illustrating an example of a quest list pop-up, and Fig. 10C is a diagram illustrating an example of a skip result pop-up. [Figure 11]Fig. 11A is a diagram illustrating an example of an item selection pop-up, and Fig. 11B is a diagram illustrating an example of a quest list pop-up. [Figure 12] 12A and 12B are diagrams illustrating an example of a narrowing down popup. [Figure 13] FIG. 13 is a diagram illustrating an example of a quest list pop-up. [Figure 14] FIG. 14 is a diagram illustrating an example of the campaign information table. [Figure 15] FIG. 15 is a diagram illustrating the memory configuration and computer functions of the player terminal. [Figure 16] FIG. 16 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 17] FIG. 17 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 18] FIG. 18 is a flowchart illustrating the batch skip process. DETAILED DESCRIPTION OF THE INVENTION

[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.

[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1, a server 100, and a communication network 200 having a communication base station 200a.

[0016] A player terminal (information processing device) 1 can establish communication with the server 100 via a communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.

[0017] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various types of information (player information) for each player ID for identifying a player playing a game.

[0018] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0019] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.

[0020] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0021] As shown in FIG. 2B, the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0022] The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.

[0023] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.

[0024] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0025] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.

[0026] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.

[0027] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.

[0028] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0029] (Game Contents) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle against enemy characters. Specifically, in the game of this embodiment, multiple ally characters are provided. A player selects multiple ally characters (here, five) from the provided ally characters to form a party. In addition, a player can play multiple types of battle games with different enemy characters and difficulty levels. In a battle game, the objective is for the ally characters formed into a party to defeat (clear) the enemy characters and earn a reward.

[0030] FIG. 3A is a diagram illustrating an example of a home screen. FIG. 3B is a diagram illustrating an example of an ally character confirmation screen. FIG. 3C is a diagram illustrating an example of an ally character detail screen. FIG. 4A is a diagram illustrating an example of an acquisition method pop-up 38. FIG. 4B is a diagram illustrating an example of an acquisition location pop-up 40. FIG. 4C is a diagram illustrating an example of an ally character detail screen. FIG. 5A is a diagram illustrating an example of an acquisition location pop-up 40. FIG. 5B is a diagram illustrating an example of a possessed item list screen. FIG. 5C is a diagram illustrating an example of an acquisition location pop-up 40. A game screen is displayed on the display 26 of the player terminal 1. In this embodiment, the game screen is broadly divided into a normal screen and a battle screen.

[0031] The normal screen is a screen that is mainly used by the player to confirm various settings and information. On the other hand, the battle screen is a screen that is displayed on the display 26 from the start to the end of the battle game. Here, all screens other than the battle screen are normal screens. The normal screen includes a home screen shown in FIG. 3A, an ally character confirmation screen shown in FIG. 3B, a quest screen (see FIG. 6A), a guild screen (not shown), a gacha screen, and a menu screen, etc.

[0032] On the normal screen, as shown in FIGS. 3A to 3C, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has a plurality of operation sections that can be operated (tapped) by the player. The menu bar 30 has a home screen selection operation section 30a labeled "HOME" and an ally character confirmation screen selection operation section 30b labeled "CHARACTER" and a quest screen selection operation section 30c labeled "QUEST" and a gacha screen selection operation section 30d labeled "GACHA" and a menu screen selection operation section 30e labeled "MENU".

[0033] When the home screen selection operation unit 30a is tapped, the home screen shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 30b is tapped, the ally character confirmation screen shown in FIG. 3B is displayed on the display 26. Similarly, when the quest screen selection operation unit 30c is tapped, the quest screen shown in FIG. 6A, which will be described later, is displayed on the display 26. When the gacha screen selection operation unit 30d is tapped, a gacha screen (not shown) is displayed on the display 26. When the menu screen selection operation unit 30e is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed description will be omitted, the gacha screen allows a so-called gacha lottery to be held, in which an ally character can be acquired by lottery. On the menu screen, various information such as game settings and a list of items possessed by the player can be confirmed.

[0034] In the menu bar 30, the operation section corresponding to each screen is highlighted so that the screen currently being displayed on the display 26 can be identified. For example, in the case of Fig. 3A, the home screen selection operation section 30a is highlighted, and in the cases of Figs. 3B and 3C, the ally character confirmation screen selection operation section 30b is highlighted.

[0035] 3A corresponds to an initial screen, and has at its top a header display area 31. The header display area 31 displays level information 31a indicating the player level associated with the player ID, a stamina display bar 31b indicating the stamina of the player associated with the player ID, and the amounts of the first currency and the second currency owned associated with the player ID.

[0036] Stamina is a parameter required to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a number of challenges per day, etc. When playing a battle game in which a stamina consumption value required to play is set, the player consumes stamina to play the battle game, and therefore, if the player does not have enough stamina, the player cannot play the battle game.

[0037] Although a detailed explanation will be omitted, when a player clears a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level, and as the player level increases, the stamina upper limit also increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit range. The stamina display bar 31b displays the current remaining stamina in relation to the stamina upper limit so that the player can visually grasp it.

[0038] The first currency and the second currency are currencies that can only be used in the game. For example, when a battle game is cleared, a predetermined amount of the first currency can be acquired according to the battle game cleared. The second currency can be acquired for free or for a fee. The first currency and the second currency can be acquired in various ways, but a detailed explanation will be omitted.

[0039] The ally character confirmation screen shown in FIG. 3B displays all images of ally characters corresponding to the ally character IDs associated with the player ID. That is, the ally character confirmation screen displays all ally characters owned by the player. Note that the ally character IDs are used to identify ally characters, and a different ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.

[0040] Each ally character is associated with a star (rank), experience points, and level, which are stored. Experience points increase when a character wins a battle game (described later) or when a predetermined item is used. The level is set in accordance with the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit, and the level can only increase up to the upper limit.

[0041] Furthermore, base values of combat power, such as life points, attack power, and defense power, are set for each ally character based on their stars and level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for each ally character increase as the number of stars increases and the level increases.

[0042] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character.

[0043] Specifically, when an image of an ally character displayed on the ally character confirmation screen shown in Fig. 3B is operated, the ally character detail screen shown in Fig. 3C is displayed on the display 26. The ally character detail screen displays an ally character enhancement selection operation unit 35, an enhancement item display area 36, and an enhancement detail display area 37. The ally character enhancement selection operation unit 35 is provided with an equipment selection operation unit 35a, a level enhancement selection operation unit 35b, and a star enhancement selection operation unit 35c. When any one of the ally character enhancement selection operation units 35 is selected, the selected operation unit is highlighted.

[0044] When the equipment selection operation section 35a of the ally character enhancement selection operation section 35 is selected (operated), six pieces of equipment are displayed around the image of the ally character in the enhancement item display area 36. Here, of the six pieces of equipment, those that are not equipped by the ally character are displayed in gray, as shown by hatching in the figure, and those that are equipped by the ally character are displayed in color.

[0045] Furthermore, among the equipment not equipped by allied characters (the equipment in the upper right and lower right in the illustration), if the character already owns the equipment (including cases where it can be created), a "+" mark is displayed, as in the equipment in the upper right in the illustration. On the other hand, if the character does not own the equipment (including cases where it cannot be created), the word "available" is displayed, as in the equipment in the lower right in the illustration. Furthermore, equipment that has not yet been implemented in the game, such as the equipment in the upper left in the illustration, is displayed with a "?".

[0046] Furthermore, when any piece of equipment in the enhancement item display area 36 is operated (tapped), the status of the operated piece of equipment is displayed in the enhancement details display area 37. The enhancement details display area 37 also has an acquisition method operation section 37a for displaying how to acquire the piece of equipment, and an equipment operation section 37b for equipping the piece of equipment.

[0047] When the acquisition method operation unit 37a is operated, an acquisition method pop-up 38 shown in FIG. 4A is displayed on the display 26. The acquisition method pop-up 38 displays the items required to create the equipment, and also displays the number of items the player owns relative to the number of items required to create the equipment (the required number), for example, 15 / 30. The acquisition method pop-up 38 also displays a cancel operation unit 39 marked "Cancel" for canceling the process corresponding to the currently displayed screen, and a creation operation unit 38a for creating the equipment. Note that if the number of items the player owns is less than the required number, the equipment operation unit 37b and the creation operation unit 38a are displayed in gray, as indicated by hatching in the figure, and do not accept any operation from the player.

[0048] When an item displayed in the acquisition method pop-up 38 is operated (tapped), an acquisition location pop-up 40 shown in FIG. 4B is displayed on the display 26. As will be described in detail later, in a battle game, the items that can be acquired when the game is cleared are set in advance for each battle game. The acquisition location pop-up 40 displays the battle games in which the item operated in the acquisition method pop-up 38 can be acquired. In addition, an icon indicating the item (reward) operated in the acquisition method pop-up 38 is displayed above the acquisition location pop-up 40.

[0049] Additionally, a cancel operation section 39, a creation operation section 38a, and a skip operation section 40a are displayed in the acquisition location pop-up 40. Thereafter, when the operation tab for each battle game displayed in the acquisition location pop-up 40 is operated (tapped), a quest selection screen (see FIG. 6B), which will be described later, is displayed on the display 26.

[0050] On the other hand, the transition of the screen and the processing thereof when the skip operation section 40a displayed in the acquisition location pop-up 40 is operated (tapped) will be described in detail later.

[0051] 4A and 4B is enabled, and when the player operates the creation operation unit 38a, the corresponding equipment is created. Also, when the player operates the equipment operation unit 37b, the player operates (tap) the equipment operation unit 37b, and the equipment is equipped to the ally character.

[0052] Although detailed explanation will be omitted, when the level enhancement selection operation section 35b on the ally character details screen shown in Fig. 3C is operated (tapped), the level of the ally character is displayed in an enhancement item display area 36, and items for increasing the level are displayed in an enhancement details display area 37. Then, by operating (tapping) an item, the tapped item is used and the experience value (level) of the ally character is increased.

[0053] Furthermore, when the star enhancement selection operation section 35c on the ally character detail screen shown in Fig. 3C is operated (tapped), as shown in Fig. 4C, the current stars (rank) of the ally character are displayed in an enhancement item display area 36, and star enhancement items for increasing the stars are displayed in an enhancement detail display area 37. The enhancement detail display area 37 displays the star enhancement items required to increase the stars, and also displays the number of star enhancement items owned by the player relative to the number of star enhancement items required to increase the stars (required number), for example, 50 / 100.

[0054] The enhancement details display area 37 also includes an acquisition method operation section 37a that displays how to obtain the star enhancement item, and a bloom operation section 37c for increasing the star level. When the acquisition method operation section 37a is operated, an acquisition location pop-up 40 shown in FIG. 5A is displayed. When the number of star enhancement items owned by the player reaches the required number and the bloom operation section 37c is operated, the star level of the ally character increases by one. When the number of star enhancement items required to increase the star level is less than the required number, the bloom operation section 37c is displayed in gray, as shown by the hatching in FIG. 4C, and does not accept any operation from the player.

[0055] Furthermore, when a predetermined operation is performed to check a list of items possessed by the player on a menu screen (not shown) that is displayed by tapping the menu screen selection operation unit 30e, an item list screen shown in FIG. 5B is displayed on the display 26. At the top of the item list screen, a possessed item list operation unit 33a, a possessed equipment list operation unit 33b, and a possessed star enhancement item list operation unit 33c are provided. On the item list screen, any one of the possessed item list operation unit 33a, the possessed equipment list operation unit 33b, and the possessed star enhancement item list operation unit 33c is selected, and the selected operation unit is highlighted.

[0056] When the owned equipment list operation section 33b is selected (operated), all of the equipment possessed by the player is displayed, as well as the number of pieces of equipment possessed, as shown in Fig. 5B. When any of the displayed equipment is operated (tapped), detailed information about the operated equipment is displayed in the detailed information display area 33. The detailed information display area 33 also has an acquisition method operation section 33d for displaying how to acquire that equipment. When the acquisition method operation section 33d is operated, an acquisition location pop-up 40 shown in Fig. 5C is displayed.

[0057] Fig. 6A is a diagram illustrating an example of a quest screen for a normal quest, Fig. 6B is a diagram illustrating an example of a quest selection screen for a normal quest, and Fig. 6C is a diagram illustrating an example of a party selection screen.

[0058] When the quest screen selection operation unit 30c is operated (tapped) on the home screen shown in Fig. 3A, the quest screen shown in Fig. 6A is displayed on the display 26. Note that in this embodiment, two types of battle games, normal quests and hard quests, are described as examples, but other types of battle games (such as guild battles) may also be provided.

[0059] Note that some types of battle games have unlocking conditions. Examples of unlocking conditions include a player level being equal to or greater than a predetermined value, or clearing other predetermined battle games. Each battle game type includes multiple battle games (hierarchies). Each of these battle games also has an unlocking condition. When an unlocking condition is met, the game unlocking information included in the player information is updated.

[0060] The quest screen is provided with a normal quest selection operation section 41a for selecting a normal quest and a hard quest selection operation section 41b for selecting a hard quest. On the quest screen, either the normal quest selection operation section 41a or the hard quest selection operation section 41b is always selected, and the normal quest selection operation section 41a is selected as the initial state.

[0061] When the normal quest selection operation section 41a is selected, the quest screen displays a quest operation section 42 for selecting one of multiple battle games (floors) belonging to the normal quest. The quest screen also displays a quest list operation section 43 for skipping one or multiple battle games at once. The screen transitions and processing when the quest list operation section 43 is operated (tapped) will be described in detail later.

[0062] The quest operation unit 42 also displays information on whether each battle game has been completed. The information on whether the battle game has been completed is indicated by, for example, three stars. When a battle game is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.

[0063] In the example of Figure 6A, three stars are earned in the battle game "21-1," two stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3." In addition, no stars are earned in the battle game "21-4," and it is announced that this battle game has not been cleared.

[0064] In addition, the unlocking condition for quests (normal quests, hard quests) is set to be clearing the previous battle game. For example, in the example of Figure 6A, clearing battle games up to "21-3" unlocks battle game "21-4," but subsequent battle games ("21-5" and beyond, not shown) are not unlocked.

[0065] For example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped) on the quest screen, the quest selection screen shown in FIG. 6B is displayed on the display 26. The quest selection screen displays enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game. The quest selection screen also displays the stamina before and after the battle game is played and the remaining number of attempts. The remaining number of attempts indicates the number of attempts that can be made in a day, and is set to infinite for normal quest battle games. In this embodiment, the stamina consumed in normal quest battle games is set to 10. However, the stamina consumed in normal quest battle games may be set to different for each battle game.

[0066] The quest selection screen also displays a cancel operation section 39 and a challenge operation section 44 marked "Challenge" for challenging the battle game.

[0067] When the cancel operation unit 39 is operated (tapped), the quest screen shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "21-1" is canceled.

[0068] On the other hand, when the challenge operation unit 44 is operated (tapped), the party selection screen shown in Fig. 6C is displayed on the display 26. The party selection screen displays all of the ally characters owned by the player, and below it, a selected ally character display area 46 that displays the selected ally character.

[0069] The party selection screen also displays a cancel operation section 39 and a battle start operation section 47 labeled "Start Battle."

[0070] On the party selection screen, when the player operates (tap) a displayed ally character, the operated ally character is displayed in the selected ally character display area 46. That is, here, an ally character ID to be used in the battle game (to determine the party) is selected from among a plurality of ally character IDs associated with the player ID.

[0071] Then, when an ally character (ally character ID) is selected and the battle start operation unit 47 is operated (tapped), the battle game starts.

[0072] Fig. 7A is a diagram illustrating an example of a battle screen. Fig. 7B is a diagram illustrating an example of a result screen. Fig. 7C is a diagram illustrating an example of a campaign pop-up. When the battle start operation unit 47 is operated (tapped) on the party selection screen shown in Fig. 6C, a battle game starts.

[0073] During the battle game, a battle screen is displayed as shown in FIG. 7A. On the battle screen, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from them. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from them.

[0074] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.

[0075] Then, when the battle game ends normally (normal end), a result screen is displayed on the display 26, as shown in Fig. 7B. Fig. 7B shows, as an example, the result screen when the battle game is cleared.

[0076] The result screen displays at least a portion of the game result information of the battle game, as well as a report display operation section marked "Report" and an end operation section 51 marked "Close."

[0077] The game result information includes information about the items that have been granted. When a battle game is cleared, the server 100 determines by lottery whether or not to grant to the player each of the items that have been preset for the cleared battle game. The items that will be granted to the player are then added to the game result information and displayed on the result screen.

[0078] When the end operation unit 51 is operated (tapped) on the result screen, the display on the display 26 switches from the battle screen to the normal screen.

[0079] 6B also has a ticket display area 45. The ticket display area 45 displays the number of tickets owned by the player (the number of tickets associated with the player ID), and also has a ticket use challenge operation unit 45a, a minus operation unit 45b, and a plus operation unit 45c. The ticket use challenge operation unit 45a, the minus operation unit 45b, and the plus operation unit 45c are only valid for battle games in which three stars have been acquired as clear information, and cannot be operated in battle games in which three stars have not been acquired as clear information.

[0080] When the ticket use challenge operation unit 45a, minus operation unit 45b, and plus operation unit 45c are enabled, each time the plus operation unit 45c is operated (tapped), the characters written on the ticket use challenge operation unit 45a increase by one, such as "Use 2 tickets," "Use 3 tickets," etc. Also, each time the minus operation unit 45b is operated (tapped), the characters written on the ticket use challenge operation unit 45a decrease by one, such as "Use 2 tickets," "Use 1 ticket," etc.

[0081] For example, if the text written on the ticket use challenge operation unit 45a reads "Use 5 tickets," when the ticket use challenge operation unit 45a is operated (tapped), 5 tickets and 50 stamina are consumed, the creation of a party on the party selection screen shown in Fig. 6C and the execution of a battle game on the battle screen shown in Fig. 7A are omitted (skipped), and it is treated as if all (5) battle games have been cleared, and a result screen such as that shown in Fig. 7B is displayed. This result screen displays all the items acquired in the 5 battle games.

[0082] In this way, by consuming tickets, the battle game for which the player has earned three stars is skipped and the battle game is treated as cleared, allowing the player to collect items in a shorter time.

[0083] Next, hard quests will be described. FIG. 8A is a diagram illustrating an example of a quest screen for a hard quest. FIG. 8B is a diagram illustrating an example of a quest selection screen for a hard quest. Note that descriptions of parts that are the same as those for normal quests will be omitted. As shown in FIG. 8A, when the hard quest selection operation unit 41b is selected, the quest screen displays a quest operation unit 42 for selecting one of multiple battle games (levels) belonging to the hard quest. The quest screen also displays a quest list operation unit 43 for skipping one or multiple battle games collectively. Note that the screen transitions and the associated processing when the quest list operation unit 43 is operated (tapped) will be described in detail below.

[0084] Clear information for each battle game is also displayed on the quest operation unit 42. In the example of Fig. 8A, three stars are earned in the battle game "21-1," three stars are earned in the battle game "21-2," and two stars are earned in the battle game "21-3."

[0085] On the quest screen, for example, when the quest operation unit 42 for the battle game "21-1" is operated (tapped), the quest selection screen shown in FIG. 8B is displayed on the display 26. Unlike normal quests, hard quests are limited to three attempts per day. Therefore, when using tickets to challenge a battle game, if the text written on the ticket use challenge operation unit 45a reads "Use three tickets," the text will not change even if the plus operation unit 45c is further operated (tapped).

[0086] If you attempt one battle game three times, the number of attempts remaining for that day will be 0 (0 / 3). However, you can restore the number of remaining attempts to 3 by consuming the second currency once a day. In other words, you can attempt one battle game in a hard quest a maximum of 6 times a day.

[0087] In this embodiment, the amount of stamina consumed in a battle game in a hard quest is set to 20. However, the amount of stamina consumed in a battle game in a hard quest may be different for each battle game, or may be set to 10, the same as in a normal quest.

[0088] Furthermore, if you clear a hard quest battle game, you can acquire items to increase the stars of your ally characters, but if you clear a normal quest battle game, you cannot acquire items to increase the stars of your ally characters.

[0089] 6A, a campaign information icon 50 is displayed to notify the player of information about a campaign currently being carried out. In this embodiment, three types of campaigns are carried out in normal quests, and three types of campaign information icons 50 are displayed according to the type of campaign currently being carried out. That is, in this embodiment, a campaign is set for each group (normal quest, hard quest) to which a battle game belongs, that is, for each group.

[0090] On the other hand, in this embodiment, it is assumed that no campaign is being carried out for hard quests, and therefore the campaign information icon 50 is not displayed on the quest screen for hard quests in Fig. 8A.

[0091] When any of the campaign information icons 50 is operated (tapped) on the quest screen for a normal quest in Fig. 6A, a campaign pop-up 32a shown in Fig. 7C is displayed on the display 26. Detailed information about the campaign currently being carried out is displayed in the campaign pop-up 32a.

[0092] 9A, 9B, 9C, 10A, and 10B are diagrams illustrating an example of a quest list pop-up 54. FIG.

[0093] As mentioned above, in normal and hard quests, if a player has earned three stars in the clear information for a battle game, they can use tickets to skip at least part of the battle game and be considered to have cleared it. This allows players to quickly and easily obtain desired items.

[0094] However, players have to select one battle game that can grant them a desired reward, and then consume tickets to acquire items for each selected battle game, which is a time-consuming process.

[0095] Therefore, in this embodiment, by consuming tickets for multiple battle games all at once and treating multiple battle games as cleared all at once, it is possible to acquire items that can be acquired in multiple battle games all at once. Specifically, when the quest list operation unit 43 is operated (tapped) on the quest screens shown in Figures 6A and 8A, a quest list pop-up 54 shown in Figure 9A is displayed on the display 26.

[0096] The quest list pop-up 54 displays three item selection fields 54a, a search operation section 54b, a display switching operation section 54c, and a narrowing operation section 54p at the top. The quest list pop-up 54 also displays one or more battle game display areas 54d in the center. The quest list pop-up 54 also displays the total stamina, consumed tickets, and current stamina below the battle game display area 54d. To the right of the current stamina, an icon (operation section) is provided for displaying a pop-up on the display 26 for restoring stamina. The player can restore a predetermined amount of stamina by operating (tapping) the icon and consuming, for example, a second currency, in accordance with the indication of the pop-up displayed on the display 26. At this time, stamina can be restored beyond the upper limit.

[0097] Furthermore, the quest list pop-up 54 displays a ticket number display field 54e, a minus operation field 54f, a plus operation field 54g, a cancel operation field 39, and a bulk skip operation field 54h. The quest list pop-up 54 also displays a tab name display field 54i to the right of the display switching operation field 54c. Although a detailed description will be omitted, operating the tab name display field 54i allows the player to select one of multiple tab names. In this embodiment, information set by the player in association with each tab is stored in the storage units 18 and 118. The next time the quest list pop-up 54 is displayed, the quest list pop-up 54 is displayed based on the stored information.

[0098] The item selection field 54a is initially blank, meaning that no items have been selected. In this state, the battle game display area 54d displays the battle games for which three stars have been awarded as clear information, in order of difficulty from highest to lowest, from top to bottom. The battle game display area 54d also displays the remaining number of attempts for each battle game and the items that can be acquired in that battle game, and also includes a check box 54j.

[0099] Additionally, the battle game display area 54d displays icons that allow identification of information about campaigns currently being conducted. As described above, in this embodiment, three types of campaigns are being conducted in normal quests, and the battle game display area 54d corresponding to the normal quests displays three types of campaign information icons 54k corresponding to the types of campaigns currently being conducted.

[0100] When any of the displayed campaign information icons 54k is operated (tapped), a campaign pop-up 32a similar to that shown in FIG. 7C is displayed on the display 26.

[0101] The check input field 54j can be checked by the player's operation (tapping) as shown in Fig. 9B. Note that the checked check input field 54j can be unchecked by operating (tapping) it again.

[0102] 9C , when the display switching operation unit 54c is operated (tapped) with a check entered in one or more check input fields 54j, only the battle game display areas 54d of the battle games for which a check has been entered in the check input fields 54j are displayed in the quest list pop-up 54. Note that when the display switching operation unit 54c is operated (tapped) again, the battle game display areas 54d of the battle games for which no check has been entered in the check input fields 54j are also displayed in the quest list pop-up 54.

[0103] 9B and 9C, when a check is entered in one or more check entry fields 54j, the stamina required to play the battle game for which the check was entered is displayed as total stamina. Also, the number of tickets required to play the battle game for which the check was entered is displayed as tickets consumed.

[0104] For example, when the plus operation unit 54g is operated once while the quest list pop-up 54 shown in Fig. 9C is displayed, "Use two tickets" is displayed in the ticket number display field 54e, as shown in Fig. 10A. The stamina required to play each battle game for which a check has been entered twice is displayed in the total stamina field, and the number of tickets required to play each battle game for which a check has been entered twice is displayed in the consumed tickets field. Each time the plus operation unit 54g is operated, the number displayed in the ticket number display field 54e increases by one, and the total stamina and consumed tickets are also increased.

[0105] However, if the number of remaining challenges for a hard quest is less than the number displayed in the ticket number display field 54e, the stamina for only the remaining challenges for that hard quest battle game will be added to the total stamina, and the tickets for the remaining challenges will be added to the tickets consumed. For example, as shown in Figure 10B, if the ticket number display field 54e displays "Use 4," the stamina and tickets consumed for four battle games of the normal quest "21-1" (40 stamina, 4 tickets consumed) and the stamina and tickets consumed for three battle games of the hard quest "21-2" (60 stamina, 3 tickets consumed) will be displayed as total stamina (100) and tickets consumed (7).

[0106] Furthermore, each time the minus operation section 54f is operated, the number displayed in the ticket number display field 54e is decreased by one, and the total stamina and consumed tickets are decreased.

[0107] Thereafter, for example, when the all-at-once skip operation unit 54h is operated (tapped) while the quest list pop-up 54 shown in FIG. 10A is displayed, it is treated as if the hard quest battle game "21-2" has been cleared twice and the normal quest battle game "21-1" has been cleared twice, and the skip result pop-up 55 shown in FIG. 10C is displayed on the display 26. The skip result pop-up 55 displays all the items acquired in the two hard quest battle games "21-2" and the two normal quest battle games "21-1". Note that this process of skipping multiple battle games all at once is called a all-at-once skip process.

[0108] Next, the item selection field 54a and the search operation section 54b will be described. Fig. 11A is a diagram illustrating an example of an item selection pop-up 59. Fig. 11B is a diagram illustrating an example of a quest list pop-up 54.

[0109] For example, when a quest list pop-up 54 shown in FIG. 9A is displayed on the display 26 and one of the item selection fields 54a is operated (tapped), an item selection pop-up 59 shown in FIG. 11A is displayed on the display 26. The item selection pop-up 59 includes an equipment item selection operation section 59a and a star enhancement item selection operation section 59b. The item selection pop-up 59 also includes an item display area 59c for displaying items. The item selection pop-up 59 also includes a cancel operation section 59a and a selection completion operation section 59d.

[0110] Either the equipment item selection operation unit 59a or the star enhancement item selection operation unit 59b is selected. When the equipment item selection operation unit 59a is selected, the item display area 59c displays a list of items that can be acquired in a battle game in which three stars have been acquired and are necessary to create equipment. When the star enhancement item selection operation unit 59b is selected, the item display area 59c displays a list of items that can be acquired in a battle game in which three stars have been acquired and are necessary to enhance stars.

[0111] The player can select up to three items by operating (tapping) the items displayed in item display area 59c. When a selection completion operation unit 59d is operated while an item displayed in item display area 59c is selected, the item selected in item display area 59c is displayed in item selection field 54a, as shown in FIG. 11B. When a search operation unit 54b is operated (tapped) while an item is displayed in item selection field 54a, a battle game display area 54d is displayed showing battle games in which the item displayed in item selection field 54a can be acquired.

[0112] In this way, the player simply selects a desired item and operates (tap) the search operation unit 54b, and a list of battle games in which the player can acquire the desired item is displayed in the battle game display area 54d. Then, by simply checking the check input field 54j of the battle game to be skipped and selecting the number of times the battle game should be played, the player can skip the selected number of times for one or more checked battle games at once. This makes it easier to collect items and saves the player time and effort.

[0113] Next, the narrowing operation section 54p will be described. FIGS. 12A and 12B are diagrams illustrating an example of the narrowing pop-up 54q. For example, when the narrowing operation section 54p is operated (tapped) while the quest list pop-up 54 shown in FIG. 11B is displayed on the display 26, the narrowing pop-up 54q shown in FIG. 12A is displayed on the display 26. The narrowing pop-up 54q displays a display order change operation section 54r for changing the display order of quests displayed in the quest list pop-up 54, and a display quest operation section 54s for changing the type of quest displayed in the quest list pop-up 54. Furthermore, as described above, in this embodiment, three types of campaigns are implemented for normal quests, and the display quest operation section 54s corresponding to the normal quests in the narrowing pop-up 54q displays three types of campaign information icons 54t corresponding to the types of campaigns currently being implemented.

[0114] When any of the displayed campaign information icons 54t is operated (tapped), a campaign pop-up 32a similar to that shown in FIG. 7C is displayed on the display 26.

[0115] The display order change operation section 54r and the display quest operation section 54s can be selected by the player's operation (tapping). When the decision operation section 54w, which is displayed at the bottom of the narrowing down popup 54q and is labeled "Confirm," is operated, the quest list popup 54 is displayed according to the conditions entered in the display order change operation section 54r and the display quest operation section 54s.

[0116] FIG. 13 is a diagram illustrating an example of a quest list pop-up 54x. When the skip operation unit 40a of each of the acquisition location pop-ups 40 of FIGS. 4B, 5A, and 5C is operated (tapped), the quest list pop-up 54x shown in FIG. 13 is displayed on the display 26. The quest list pop-up 54x differs from the quest list pop-up 54 of FIG. 9A described above in that the tab name display field 54i is hidden. Furthermore, when the skip operation unit 40a is operated in each of the acquisition location pop-ups 40 of FIGS. 4B, 5A, and 5C to display the quest list pop-up 54, the item selection field 54a initially displays the items displayed in the acquisition location pop-up 40. Then, a battle game display area 54d of a battle game in which the item displayed in the item selection field 54a can be acquired is displayed.

[0117] That is, in the quest list pop-up 54 of FIG. 9A described above, when a battle game in which a player can acquire a desired item is displayed, the player must operate the search operation unit 54b to perform a search. On the other hand, when the skip operation unit 40a of each acquisition location pop-up 40 of FIG. 4B, FIG. 5A, or FIG. 5C is operated (tapped), the quest list pop-up 54x shown in FIG. 13 is displayed with the player's desired item already searched for. This facilitates item collection and further reduces the player's effort. In other words, the player can specify the desired reward (item) by operating the skip operation unit 40a in each acquisition location pop-up (reward specification screen) 40 of FIG. 4B, FIG. 5A, or FIG. 5C. The quest list pop-up 54x is displayed with the specified predetermined reward (item) displayed in the item selection field 54a (searched for).

[0118] 14 is a diagram illustrating an example of a campaign information table. The campaign information table is a table that is referenced when displaying the campaign information icon 50 in FIG. 6A, the campaign pop-up 32a in FIG. 7C, the campaign information icon 54k in FIG. 9A, and the campaign information icon 54t in FIG. 12A. The campaign information table is stored in the storage unit 18 of the player terminal 1 and the storage unit 118 of the server 100. The campaign information table is downloaded from the server 100 to the player terminal 1 and updated upon login.

[0119] As shown in Fig. 14, the campaign information table manages whether or not various campaigns are being implemented for each quest type using a flag of 1 or 0. Note that a flag value of 0 indicates that no campaign is being implemented for the corresponding quest type, and a flag value of 1 indicates that a campaign is being implemented for the corresponding quest type. Note that in this embodiment, as shown in Fig. 14, a maximum of three types of campaigns can be implemented, but the content of the campaigns and the number of campaigns that can be implemented simultaneously are not particularly limited.

[0120] The player terminal 1 then refers to the campaign information table to display the campaign information icon 50 on the quest display screen shown in FIG. 6A, the campaign information icon 54k in the quest list pop-up 54 shown in FIG. 9A, the campaign information icon 54t in the narrowing down pop-up 54q shown in FIG. 12A, the campaign information icon 54k in the quest list pop-up 54x shown in FIG. 13, and the campaign pop-up 32a shown in FIG. 7C. The campaign information table may also include information about the timing of the campaign in addition to the content of the campaign. In this case, the player terminal 1 may refer to the campaign information table to simultaneously display information about the timing of the campaign in addition to the content of the campaign when displaying the campaign information icons 50, 54k, and 54t or the campaign pop-up 32a. When displaying information about the timing of the campaign, for example, the remaining time until the end of the ongoing campaign or the end date of the ongoing campaign may be displayed.

[0121] Furthermore, the server 100 refers to the campaign information table and determines and awards an additional reward based on the item awarded to the player when the battle game is cleared or a skip is executed.

[0122] Next, a description will be given of the basic configuration and communication processing of the player terminal 1 and the server 100 for executing the batch skip processing. Note that here, an example of the basic communication processing for progressing the game and the main communication processing related to the batch skip processing will be described, and a description of other processing will be omitted.

[0123] (Functional Configuration of Player Terminal 1) 15 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.

[0124] The terminal-side game control program includes a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a batch skip control program 83, a display control program 84, a reward specification screen display program 85, a search screen display program 86, and a selection screen display program 87. Note that the programs listed in Figure 15 are just examples, and the terminal-side game control program includes many other programs.

[0125] The data storage area 12b is provided with the following storage units for storing data: a game information storage unit 90, a player information storage unit 91, a campaign information storage unit 92, and a collective skip information storage unit 93. Note that the above storage units are merely examples, and the data storage area 12b is provided with many other storage units.

[0126] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, a display control unit 84a, a reward specification screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a.

[0127] Specifically, the CPU 10 runs a game execution control program 80, causing the computer to function as a game execution control unit 80a. Similarly, the CPU 10 runs a battle game execution program 81, a skip game execution program 82, a collective skip control program 83, a display control program 84, a reward designation screen display program 85, a search screen display program 86, and a selection screen display program 87, causing them to function as a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, a display control unit 84a, a reward designation screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a, respectively.

[0128] The game execution control unit 80a controls the overall progress of the game. For example, when logging in, the game execution control unit 80a transmits login information to the server 100. The game execution control unit 80a also controls the transition of the normal screen. When the overall game information for the game is updated, the game execution control unit 80a receives the game information from the server 100 and stores it in the game information storage unit 90.

[0129] The battle game executing unit 81a is responsible for control for executing the battle game. For example, the battle game executing unit 81a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.

[0130] The skip game execution unit 82a is responsible for controlling when a ticket is consumed to skip a battle game.

[0131] The batch skip control unit 83a stores information relating to the batch skip processing in the batch skip information storage unit 93, and also controls the batch skip processing.

[0132] The display control unit 84a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.

[0133] The reward designation screen display unit 85a displays each of the acquisition location pop-ups (reward designation screens) 40 in Figures 4B, 5A, and 5C based on the player's operation. In other words, the reward designation screen display unit 85a displays a reward designation screen on which the player can designate a desired reward (item), and also displays games in which the player can acquire the reward (item) that can be designated on the reward designation screen.

[0134] The search screen display unit 86a displays the item selection pop-up (search screen) 59 shown in Fig. 11A based on the player's operation. In other words, the search screen display unit 86a displays a search screen that allows the player to specify a desired reward.

[0135] The selection screen display unit 87a displays a narrowing-down pop-up (group selection screen) 54q based on the player's operation. In other words, the selection screen display unit 87a displays a group selection screen that allows the player to select at least one of a plurality of predetermined groups (normal quests, hard quests). At this time, the selection screen display unit 87a references the campaign information table stored in the campaign information storage unit 92, and displays a campaign information icon (additional information) 54t corresponding to the type of campaign currently being conducted in the display quest operation unit 54s corresponding to the quest currently being conducted. In other words, the display control unit 84a adds and displays additional information to the group to which the game with advantageous conditions belongs.

[0136] (Functional configuration of server 100) 16 is a diagram illustrating the configuration of memory 112 in server 100 and its computer functions. Memory 112 is provided with a program storage area 112a and a data storage area 112b. When a game starts, CPU 110 stores a server-side game control program (module) in program storage area 112a.

[0137] The server-side game control program includes a game execution control program 180, a battle game execution program 181, a reward granting program 182, and an advantageous condition granting program 183. Note that the programs listed in Fig. 16 are just examples, and the server-side game control program includes many other programs.

[0138] The data storage area 112b is provided with the following storage units for storing data: a game information storage unit 190, a player information storage unit 191, and a campaign information storage unit 192. Note that the above storage units are merely examples, and the data storage area 112b is provided with many other storage units.

[0139] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 to function as a server-side game control unit 100A. The server-side game control unit 100A includes a game execution control unit 180a, a battle game execution unit 181a, a reward granting unit 182a, and an advantageous condition granting unit 183a.

[0140] Specifically, the CPU 110 runs a game execution control program 180, causing the computer to function as a game execution control unit 180a. Similarly, the CPU 110 runs a battle game execution program 181, a reward granting program 182, and an advantageous condition granting program 183, causing them to function as a battle game execution unit 181a, a reward granting unit 182a, and an advantageous condition granting unit 183a, respectively.

[0141] The game execution control unit 180a controls the progress of the entire game. For example, when the game execution control unit 180a receives login information from the player terminal 1, it transmits the player information stored in the player information storage unit 191 to the player terminal 1. Furthermore, when the game information for the entire game is updated, the game execution control unit 180a reads the updated game information from the game information storage unit 190 and transmits it to the player terminal 1.

[0142] The battle game execution unit 181a is responsible for control for executing the battle game.

[0143] The reward granting unit 182a grants rewards to players. The reward granting unit 182a grants an item corresponding to the cleared battle game to a player who has cleared the battle game. More specifically, the reward granting unit 182a adds the item to be granted to player information corresponding to the player ID of the player who has cleared the battle game, and stores the player information storage unit 191.

[0144] The advantageous condition granting unit 183a refers to the campaign information storage unit 192, and when a campaign is underway, determines and grants additional rewards based on the rewards determined by the reward granting unit 182a. In other words, the reward granting unit 182a grants advantageous conditions to the player for at least some of the battle games.

[0145] (Communication processing between player terminal 1 and server 100) FIG. 17 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. In the following description, processing in the player terminal 1 will be referred to as Pn (n is any integer). Processing in the server 100 will be referred to as Sn (n is any integer). When a player starts a game application on the player terminal 1 (P1), the game execution control unit 80a transmits login information to the server 100. Upon receiving the login information, the game execution control unit 180a of the server 100 identifies the player ID associated with the login information and performs login processing (S1). Here, the game execution control unit 180a reads player information corresponding to the identified player ID from the player information storage unit 191 and transmits the player information to the player terminal 1.

[0146] Also, assume that an operation to start a battle game is performed on the player terminal 1 (P2). In this case, start information is transmitted from the player terminal 1 to the server 100. This start information includes information about the party selected by the player, information about the type of battle game, and the like. In response to the input of the start information, the server 100 transmits battle game start information required to start the battle game to the player terminal 1 (S2). Then, upon receiving the battle game start information, the battle game executing unit 81a of the player terminal 1 performs a battle game start process to start the battle game (P3). Here, for example, an area in the memory 12 for progressing the battle game is reserved, and a predetermined program is read from the storage unit 18 into the memory 12.

[0147] Thereafter, the battle game executing unit 81a of the player terminal 1 performs a battle game control process for controlling the battle game (P4). In this battle game control process, an update process for updating various pieces of information is repeatedly executed on a frame-by-frame basis. The number of frames is not particularly limited, and the number of frames per second is, for example, 30 to 60. Therefore, during the battle game, information is updated in the player terminal 1 approximately every 16 ms to 33 ms (milliseconds).

[0148] Then, when the battle game ending condition is met, the battle game executing unit 81a of the player terminal 1 performs a battle game ending process to end the battle game (P5). In the battle game ending process, for example, game result information is transmitted to the server 100. When the battle game executing unit 181a of the server 100 acquires the game result information, it updates the player information (S3). Note that when a battle game is started using a ticket, the skip game executing unit 82a skips the battle game start process (P3) and the battle game control process (P4), and treats the battle game as having been cleared, and executes a battle game ending process (P5).

[0149] Furthermore, if a battle game has been cleared based on the game result information, the reward granting unit 182a determines and grants an item corresponding to the cleared battle game (S4). Then, the reward granting unit 182a transmits information on the item to be granted as reward information to the player terminal 1. The display control unit 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P6).

[0150] Furthermore, the reward designation screen display unit 85a displays each of the acquisition location pop-ups (reward designation screens) 40 shown in Figures 4B, 5A, and 5C based on the player's operation (P7). In other words, the reward designation screen display unit 85a displays a reward designation screen on which the player can designate a desired reward. Furthermore, the display control unit 84a displays a quest display screen including the quest list operation unit 43 shown in Figures 6A and 8A based on the player's operation (P7).

[0151] The terminal-side game control unit 1A also executes a batch skip process (P8). Figure 18 is a flowchart illustrating the batch skip process. The batch skip control unit 83a determines whether the quest list operation unit 43 has been operated (P8-1).

[0152] 6A and 8A (YES in P8-1), the display control unit 84a displays the quest list pop-up 54 of Fig. 9A on the display 26 (P8-2). At this time, the display control unit 84a displays the quest list pop-up 54 based on various information stored in association with the tab names stored in the batch skip information storage unit 93.

[0153] At this time, tab 1 may be displayed, or the tab displayed in the quest list pop-up 54 last displayed by the player may be stored in the all-at-once skip information storage unit 93, and the tab displayed in the quest list pop-up 54 last displayed by the player may be displayed. Alternatively, the item selection fields 54a may be displayed as all blank in the quest list pop-up 54. Furthermore, the display control unit 84a refers to the campaign information storage unit 92, and displays campaign information icons (additional information) 54k corresponding to the type of campaign currently being carried out in the battle game display areas 54d corresponding to quests currently being carried out in the campaign.

[0154] If the quest list operation unit 43 has not been operated (NO in P8-1), the all-at-once skip control unit 83a determines whether the skip operation unit 40a has been operated (P8-3). As a result, if the skip operation unit 40a of each of the acquisition location pop-ups (reward designation screens) 40 in Figures 4B, 5A, and 5C has been operated (YES in P8-3), the display control unit 84a displays the quest list pop-up 54x in Figure 13 on the display (P8-4).

[0155] At this time, the display control unit 84a displays the item displayed in the acquisition location pop-up 40 in the item selection field (predetermined area) 54a of the quest list pop-up (skip selection screen) 54x, and displays a battle game display area 54d of the battle game in which the item displayed in the item selection field 54a can be acquired. In other words, when the skip selection screen is displayed for the first time after a reward is specified on the reward specification screen, the display control unit 84a displays the reward specified on the reward specification screen in an identifiable manner in the predetermined area.

[0156] The display control unit 84a also refers to the campaign information storage unit 92 and displays a campaign information icon (additional information) 54k corresponding to the type of campaign currently being conducted in the battle game display area 54d corresponding to the quest currently being conducted in the campaign. In other words, the display control unit 84a displays additional information that allows identification of battle games with advantageous conditions.

[0157] When the tab name display field 54i is operated (YES in P8-5), the batch skip control unit 83a reads out information corresponding to the operated tab name from the batch skip information storage unit 93 (P8-6). The display control unit 84a displays the quest list pop-up 54 on the display 26 according to the read batch skip list (P8-7).

[0158] Furthermore, when any of the item selection fields 54a is operated (tapped) (YES in P8-8), the display control unit 84a displays the item selection pop-up 59 shown in FIG. 11A on the display 26 (P8-9). Then, when the selection completion operation unit 59d is operated while an item displayed in the item display area 59c is selected (YES in P8-10), the display control unit 84a displays the item selected in the item display area 59c in the item selection field 54a (P8-11). Furthermore, when the quest list pop-up 54 is displayed, the collective skip control unit 83a stores the selected item in the collective skip information storage unit 93 in association with the tab name. At this time, the selected item may be stored in the collective skip information storage unit 93 in association with the tab name, and the information may be transmitted to the server 100.

[0159] It should be noted that the timing at which the collective skip control unit 83a stores the selected items in the collective skip information storage unit 93 is not limited to this. For example, the collective skip control unit 83a may store the selected items in the collective skip information storage unit 93 when the player operates the cancel operation unit 39. Alternatively, the collective skip control unit 83a may store the selected items in the collective skip information storage unit 93 when the player operates the collective skip operation unit 54h or the tab name display field 54i. On the other hand, when the quest list pop-up 54x is displayed, the collective skip control unit 83a discards the information on the selected items when the player operates the cancel operation unit 39.

[0160] Thereafter, when the search operation unit 54b is operated (tapped) (YES in P8-12), the bulk skip control unit 83a searches for battle games in which the item displayed in the item selection field 54a can be acquired (P8-13), and the search screen display unit 86a displays the battle game display area 54d of the found battle game (P8-14).

[0161] Furthermore, when the check input field 54j in the battle game display area 54d is operated (YES in P8-15), the display control unit 84a displays a check in the operated check input field 54j (P8-16). Furthermore, when the quest list pop-up 54 is displayed, the collective skip control unit 83a stores the battle game for which the check has been entered in the collective skip information storage unit 93 in association with the tab name, and transmits the information to the server 100.

[0162] The timing at which the collective skip control unit 83a stores the battle games for which a check has been entered in the collective skip information storage unit 93 and transmits that information to the server 100 is not limited to this. For example, the collective skip control unit 83a may store the battle games for which a check has been entered in the collective skip information storage unit 93 and transmit that information to the server 100 when the player operates the cancel operation unit 39, the collective skip operation unit 54h, or the tab name display field 54i. On the other hand, when the quest list pop-up 54x is displayed, the collective skip control unit 83a will discard the information about the battle games for which a check has been entered when the player operates the cancel operation unit 39.

[0163] Furthermore, when the minus operation section 54f or the plus operation section 54g is operated (YES in P8-17), the display control section 84a changes the display of the ticket number display section 54e in response to the operation (P8-18). The display control section 84a also changes and displays the total stamina and the number of tickets consumed in response to the operation (P8-19). Furthermore, when the quest list pop-up 54 is displayed, the bulk skip control section 83a stores the changed number of tickets in the bulk skip information storage section 93 in association with the tab name, and transmits the information to the server 100.

[0164] The timing at which the collective skip control unit 83a stores the changed number of tickets in the collective skip information storage unit 93 and transmits the information to the server 100 is not limited to this. For example, the collective skip control unit 83a may store the changed number of tickets in the collective skip information storage unit 93 and transmit the information to the server 100 when the player operates the cancel operation unit 39, the collective skip operation unit 54h, or the tab name display field 54i. On the other hand, when the quest list pop-up 54x is displayed, the collective skip control unit 83a discards the information on the changed number of tickets when the player operates the cancel operation unit 39.

[0165] Furthermore, when the narrowing operation unit 54p is operated (YES in P8-20), the selection screen display unit 87a displays a narrowing pop-up (group selection screen) 54q (P8-21). In other words, the selection screen display unit 87a displays a group selection screen that allows the player to select at least one of a plurality of predetermined groups. At this time, the selection screen display unit 87a references the campaign information storage unit 92 and displays a campaign information icon (additional information) 54t corresponding to the type of campaign currently being conducted in the display quest operation unit 54s corresponding to the quest currently being conducted in the campaign. In other words, the display control unit 84a displays the additional information added to the group to which the game with the advantageous conditions belongs.

[0166] Furthermore, when the display order change operation unit 54r is operated (YES in P8-22), the selection screen display unit 87a updates the display of the narrowing down pop-up 54q (P8-23). Furthermore, when the display quest operation unit 54s is operated (YES in P8-24), the selection screen display unit 87a updates the display of the display quest operation unit 54s (P8-25). Furthermore, when the decision operation unit 54w is operated (YES in P8-26), the display control unit 84a updates the display of the quest list pop-up 54 or the quest list pop-up 54x (P8-27). In other words, the display control unit 84a displays multiple games belonging to the group selected by the player in the narrowing down pop-up (group selection screen) 54q.

[0167] When the collective skip operation unit 54h is operated (YES in P8-28), the collective skip control unit 83a transmits collective skip information indicating the hierarchical levels and the number of times all battle games have been played to the server 100 (P8-29).

[0168] Returning to FIG. 17, upon receiving the batch skip information, the reward granting unit 182a determines and grants items for the number of times all battle games have been played, based on the batch skip information. Furthermore, the advantageous condition granting unit 183a refers to the campaign information storage unit 192, and if a campaign is currently being held, determines and grants additional rewards based on the rewards determined by the reward granting unit 182a (S5). Then, the reward granting unit 182a transmits information on the items to be granted determined by the reward granting unit 182a and information on the items to be granted determined by the advantageous condition granting unit 183a to the player terminal 1 as reward information. The display control unit 84a of the player terminal 1 displays a result screen on the display 26 based on the reward information (P9).

[0169] As described above, the player terminal 1 is provided with a game execution control program 80, a battle game execution program 81, a skip game execution program 82, a collective skip control program 83, a display control program 84, a reward designation screen display program 85, a search screen display program 86, and a selection screen display program 87. The player terminal 1 also includes a game execution control unit 80a, a battle game execution unit 81a, a skip game execution unit 82a, a collective skip control unit 83a, a display control unit 84a, a reward designation screen display unit 85a, a search screen display unit 86a, and a selection screen display unit 87a. However, some or all of these programs and functional units may be provided in the server 100.

[0170] The server 100 is also provided with a game execution control program 180, a battle game execution program 181, a reward granting program 182, and an advantageous condition granting program 183. The server 100 also includes a game execution control unit 180a, a battle game execution unit 181a, a reward granting unit 182a, and an advantageous condition granting unit 183a. However, some or all of these programs and functional units may be provided in the player terminal 1.

[0171] The program in the above embodiment may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the program may be provided as a player terminal or information processing system that includes the storage medium. The above embodiment may also be an information processing method that realizes each function and step shown in the flowchart.

[0172] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.

[0173] The quest list operation unit 43 on the quest display screens shown in FIGS. 6A and 8A, and the skip operation unit 40a on each of the acquisition location pop-ups (reward designation screens) 40 in FIGS. 4B, 5A, and 5C may be displayed when a preset unlocking condition is met. The unlocking condition may be, for example, when a predetermined battle game is cleared or when the player's level reaches a predetermined level. In other words, if the unlocking condition is not met, the quest list operation unit 43 on the quest display screens shown in FIGS. 6A and 8A, and the skip operation unit 40a on each of the acquisition location pop-ups (reward designation screens) 40 in FIGS. 4B, 5A, and 5C may not be displayed. [Explanation of symbols]

[0174] 1. Player terminal (information processing device) 81a Battle Game Execution Unit (Game Execution Unit) 83a Bulk skip control unit (skip game execution unit) 84a Display control unit 182a Reward Division 183a Favorable Conditions Granting Section 85a Reward designation screen display section 86a Search screen display section S Information Processing System

Claims

1. A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; The computer executes the following. each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed. Information processing program.

2. 1. An information processing method performed by one or more computers, comprising: A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; Including, each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed. Information processing methods.

3. An information processing system comprising one or more computers, The computer A process of executing a game based on a player's operation; a process of granting advantageous conditions to a player for at least a part of the games during a predetermined period; A process of granting a predetermined reward when the game is cleared; a process of displaying a reward specification screen on which a player can specify a desired reward; a process of displaying a skip selection screen capable of displaying a plurality of games for which the reward specified on the reward specification screen can be acquired and for which a skip process for omitting at least a portion of a function can be executed; a process of executing a selected game from among the plurality of games displayed on the skip selection screen by the skip process; a process of displaying a group selection screen that allows a player to select at least one of a plurality of predetermined groups; and each of the games belongs to one of the plurality of groups; the advantageous conditions are granted to the game for each of the groups; The process of displaying the reward specification screen includes: displaying the game in which the reward that can be specified can be acquired on the reward specification screen; The process of displaying the skip selection screen includes: displaying additional information that can identify the game to which the advantageous conditions are assigned; The process of displaying the group selection screen includes: adding the additional information to the group to which the game to which the advantageous condition is assigned belongs and displaying the additional information; The process of displaying the skip selection screen includes: On the group selection screen, a plurality of games belonging to the group selected by the player can be displayed. Information processing system.

Citation Information

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