Program, information processing method and information processing system

The program enables users to change player character parameters and prepare for events during auto mode, improving user convenience and control in games by displaying setting screens alongside the game process.

JP7723275B2Active Publication Date: 2025-08-14CAPCOM CO LTD
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Patent Information

Application Number
JP2022097075
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-16
Publication Date
2025-08-14
Estimated Expiration
2042-06-16

AI Technical Summary

Technical Problem

Users desire to make effective use of their time during auto mode in games, as existing auto mode functions do not provide sufficient user convenience for parameter changes or situational awareness.

Method used

A program that allows users to change specific parameters related to the player character in auto mode by displaying a setting screen parallel to the game process, enabling users to prepare for upcoming events and adjust settings based on the game situation.

Benefits of technology

Enhances user convenience by allowing parameter changes and situational awareness during auto mode, enabling users to prepare for upcoming events and maintain control over the game progression.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to further improve convenience for a user in an automatic mode.SOLUTION: There is provided a program. The program causes a computer to execute the undermentioned steps. In a game control step, control is executed for a first state in which a player character is operated in a virtual space in response to an input by a user and a second state in which the player character is operated in the virtual space without the input by the user. In a reception step, a specific input that allows a first parameter, which is a parameter related to the player character, to be changed is received from the user in the second state. In a first display step, a setting screen is displayed, which allows settings related to a change in the first parameter to be received in response to the specific input in parallel to the processing for causing the player character to be operated in the second state.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, games have been disclosed that have a so-called auto mode function in which the operation of a player character is executed without user input (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-73796 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there are cases where users wish to make effective use of the time while the auto mode is being executed.

[0005] In view of the above circumstances, the present disclosure provides a technique for further improving user convenience in auto mode. [Means for solving the problem]

[0006] According to one aspect of the present disclosure, a program is provided. The program causes a computer to execute the following steps: In the game control step, a first state in which a player character is moved in a virtual space in response to a user input is controlled, and in a second state in which the player character is moved in the virtual space without a user input is controlled; In the receiving step, a specific input is received from a user that enables a first parameter, which is a parameter related to the player character, to be changed in the second state; and In the first display step, a setting screen that can receive a setting related to a change of the first parameter in response to the specific input is displayed in parallel with the process of moving the player character in the second state.

[0007] According to the present disclosure, it is possible to further improve user convenience in auto mode. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 2 is an activity diagram showing an example of the flow of information processing executed by the information processing device 2. FIG. [Figure 4] 10A and 10B are conceptual diagrams showing an example of a home screen 5 and a quest progress screen 6. FIG. [Figure 5] FIG. 10 is an image diagram showing an example of a quest progress screen 6. [Figure 6] FIG. 10 is an image diagram showing an example of an equipment change screen 7. [Figure 7] FIG. 10 is an image diagram showing an example of an equipment change screen 7. [Figure 8] FIG. 10 is an image diagram showing an example of a quest progress screen 6. [Figure 9] FIG. 10 is an image diagram showing an example of an equipment change screen 7. [Figure 10] FIG. 10 is an image diagram showing a modified example of the quest progress screen 6. [Figure 11] FIG. 10 is an image diagram showing a modified example of the quest progress screen 6. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Game Description 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3.

[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to move around in a virtual space and to pit the player characters against enemy characters, which are non-player characters. The characters are an example of objects.

[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0016] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0018] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0019] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0020] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0021] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the information processing device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information related to game media obtained through gacha, etc.

[0022] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.

[0023] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. The user database stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding the game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0024] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0025] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user database, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0026] To further expand on the above, "game content" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, accessories, tools) used by the player character in a virtual space. Users can acquire game content through direct purchase, quest completion, or a lottery system known as gacha. The acquired game content is stored and managed in a user database in association with the identification information of the user who has acquired the game content. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game content from a lottery list based on a predetermined selection rate. The selected game content is then granted to the user's game device 3. The phrase "granting the game content selected through gacha to a user / owning the user" is synonymous with "associating the game content selected through the lottery process with / being associated with the identification information identifying the user."

[0027] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0028] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0029] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user database stored in the storage unit 22 of the information processing device 2. The user database manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.

[0030] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0031] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0032] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.

[0033] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0034] 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in FIG. 2, the control unit 23 executes various programs stored in the storage unit 22 to function as a game control unit 230, an identification unit 231, a notification unit 232, a reception unit 233, a display control unit 234, and a determination unit 235. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23. For example, components other than the game control unit 230, the reception unit 233, and the display control unit 234 can be omitted.

[0035] The game control unit 230 is configured to control the progress of the game as a game control step. For example, the game control unit 230 controls the progress of an action game in which a user controls a player character in a virtual space. One aspect of the game here may be a quest with a set time limit and specific achievement conditions. The achievement conditions may be, for example, the player character collecting a specific number of specified items in a field, which is a virtual space having a certain range, or defeating a specific number of specified enemy characters. The user can select which quest to accept from multiple quests. For example, as a game control step, the game control unit 230 controls a first state (specifically, for example, a manual mode) in which the player character is moved in the virtual space in response to user input, and a second state (specifically, for example, an auto mode) in which the player character is moved in the virtual space without user input.

[0036] As the specifying step, the specifying unit 231 is configured to specify various pieces of information in the game whose progress is controlled by the game control unit 230. As one example, as the specifying step, the specifying unit 231 specifies at least one predetermined event that will occur in the second state after a predetermined time has elapsed from the current time point and that will have an effect on the player character.

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

[0038] The reception unit 233 is configured to receive various data as a reception step. For example, the reception unit 233 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. As an example, the reception unit 233 receives input from the user via the input device 4c via the communication unit 31, the communication network 11, the communication unit 21, and the like. In the present embodiment, the description will be given assuming that the various information received by the reception unit 233 is stored in the storage unit 22.

[0039] In the first to third display steps, the display control unit 234 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 234 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a, for example, and transmit this.

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

[0041] 3. Operational flow of information processing system 1 3.1 Overview of Information Processing This section describes the flow of an information processing method that the program causes a computer, which is the information processing device 2, to execute. In the following, as an example of a preferred embodiment, a scene in which a user is playing a quest will be described.

[0042] 3 is an activity diagram showing an example of the flow of information processing executed by the information processing device 2. The flow of information processing will be described below with reference to FIG.

[0043] First, as a game control step, the game control unit 230 progresses a quest in manual mode (activity A001). Specifically, for example, the reception unit 233 receives game operation instructions from the user via the communication unit 21, and the game control unit 230 progresses the quest based on the operation instructions. Specifically, the operation instructions are, for example, instructions to move the player character by command input via the input device 4c, etc.

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

[0045] Next, the reception unit 233 receives a switching instruction from the user to instruct switching from the manual mode to the auto mode (activity A003) via the communication unit 21 and the communication network 11. Specifically, for example, the reception unit 233 receives a switching instruction from the user via an input on the input device 4c.

[0046] Next, as a specifying step, the specifying unit 231 specifies a movement path from the current location of the player character to the destination (activity A004). Furthermore, as a specifying step, the specifying unit 231 specifies a position on the movement path where a battle between the player character and an enemy character will occur (activity A004). Specifically, for example, the specifying unit 231 specifies the current location of the player character in the field and the position of the enemy character. Then, if a battle occurrence range in which a battle event with the enemy character (hereinafter simply referred to as a battle) will occur overlaps with the movement path of the player character, the specifying unit 231 specifies the overlapping position as the battle occurrence position. For example, the battle occurrence range is a range included in a circle of any size centered on the enemy character. In one example, there is a case where no battle occurrence position is specified, but in this embodiment, it is assumed that at least one battle occurrence position is specified.

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

[0048] Next, the display control unit 234 displays a suggestion image IM1 in auto mode, including an image relating to the state of the player character after a predetermined time has elapsed from the current time (activity A006). Specifically, for example, the suggestion image IM1 is a leading character placed in the field at the current time. The leading character is placed at a point corresponding to the position of the player character after a predetermined time has elapsed from the current time. For example, the display control unit 234 displays a field including the leading character on the display 4a in a manner that is visible to the user. For example, the position of the leading character is determined based on the movement speed of the player character moving in auto mode and the identified movement path.

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

[0050] Next, as a receiving step, the receiving unit 233 receives from the user a specific input that enables changing a first parameter, which is a parameter related to the player character, in the auto mode. Specifically, for example, the receiving unit 233 receives from the user an input of an operation button that displays the equipment change screen 7 via the communication unit 21 and the communication network 11 (activity A007).

[0051] Next, in response to the reception unit 233 receiving a specific input from the user, the processing of activity A008 and activity A009 is executed in parallel. First, as a first display step, the display control unit 234 displays a setting screen that can receive settings related to changes in the first parameter in response to the specific input, in parallel with the processing of operating the player character in auto mode. Specifically, for example, the display control unit 234 displays an equipment change screen 7 on the display 4a in a manner that is visible to the user (activity A008). Here, for example, the settings related to changes in the first parameter include settings of conditions for applying the changes in the first parameter. Here, for example, the conditions can be set in association with a destination. Furthermore, as a first display step, the display control unit 234 further displays a situation image IM2 (activity A009). The situation image IM2 indicates the situation of the player character operating in auto mode in the virtual space. Specifically, for example, the display control unit 234 further displays on the display 4a a screen showing the status of the player character operating in auto mode in a manner that is visible to the user.

[0052] The first parameters are, for example, parameters related to the player character and may not include parameters related to the user (e.g., parameters such as the amount of in-game currency held in a user account). The first parameters are, for example, parameters that can be changed during a quest to achieve a specific objective in the quest (for example, parameters related to the player character's actions in the field or battles with enemy characters). Specific examples of the first parameters include the player character's level, equipment level, attributes, stamina, attack power, defense power, attack range, presence or absence of resistance to special attacks that cause abnormal statuses, ability to avoid attacks, etc.

[0053] The conditions for applying a change in the first parameter include, for example, a condition related to the movement of the player character and a condition related to the situation in the virtual space. Examples of the conditions include receiving an instruction from the user (i.e., immediate application), the player character performing a specific movement, the player character reaching a specific point, the occurrence of a specific event such as a battle, the encounter with a specific enemy character, the time or weather in the virtual space satisfying a predetermined condition, etc. Examples of conditions associated with a destination include the player character reaching the destination, the distance between the player character and the destination being equal to or less than a specific value, etc.

[0054] Next, the determination unit 235 determines whether the leading character has reached the battle occurrence position (activity A010). Specifically, for example, the determination unit 235 determines that the leading character has reached the battle occurrence position when the leading character enters the battle occurrence range of the enemy character. In that case, the next process (activity A011) is executed. On the other hand, for example, if the leading character is not within the battle occurrence range of the enemy character, the determination unit 235 determines that the leading character has not reached the battle occurrence position. In that case, the process returns to the processes of activity A008 and activity A009. In other words, the leading character and the player character continue to move in auto mode until the leading character reaches the battle occurrence position.

[0055] In this example, the battle does not yet occur when the leading character reaches the battle occurrence position. For example, the battle begins when it is determined that the player character operating in auto mode has reached the battle occurrence position. For example, after the leading character reaches the battle occurrence position, the game control unit 230 stops the operation of the leading character until the player character reaches the battle occurrence position, and operates only the player character in auto mode.

[0056] Next, in response to the leading character reaching the battle occurrence position, the determination unit 235 evaluates the magnitude of the influence that the battle will have on the player character (activity A011). Here, the battle is, for example, a battle that occurs in response to the arrival of the player character. Specifically, for example, the determination unit 235 evaluates the degree of influence that the player character will receive based on a first parameter that is a parameter related to the player character and a second parameter related to the enemy character.

[0057] In activity A011, for example, the determination unit 235 evaluates the magnitude of the impact of the battle based on a first parameter and a second parameter. For example, the determination unit 235 calculates the difference between the first parameter and the second parameter. Furthermore, for example, the determination unit 235 calculates the magnitude of damage the player character will receive based on the defensive power of the player character's current equipment and the offensive power of the enemy character. Furthermore, for example, the determination unit 235 evaluates whether or not the player character is likely to suffer a status abnormality based on the characteristics of the player character's current equipment and the characteristics of the enemy character's attack. For example, if a battle with an enemy character with a poison attack is identified and the player character is wearing equipment that is not resistant to the poison attack, it is evaluated that there is a possibility that the player character will suffer a status abnormality (in this example, a poisoned state).

[0058] The second parameters are, for example, parameters related to the enemy character's behavior on the field or combat with the player character, such as the enemy character's level, attributes, stamina, attack power, defense power, attack range, presence or absence of special attacks that cause abnormal status, weaknesses, and attack evasion ability.

[0059] Next, based on the results of the evaluation in activity A011, the determination unit 235 determines whether the magnitude of the influence satisfies a predetermined condition, for example, whether the magnitude of the influence is equal to or greater than a threshold value or less than a threshold value (activity A012). If it is determined that the magnitude of the influence satisfies the predetermined condition, such as being equal to or greater than a threshold value, the process proceeds to the next step. On the other hand, if it is determined that the magnitude of the influence does not satisfy the predetermined condition, such as being less than the threshold value, the process of activity A018 is executed. In other words, no particular process is executed until the battle between the player character and the enemy character begins.

[0060] The threshold for the magnitude of the influence may be, for example, the difference between the attack power of the player character and the attack power of the enemy character, the amount of damage the player character receives from the enemy character, the ratio of the amount of damage received to the player character's stamina, the probability that the player character will suffer a status abnormality, etc. Or, for example, the amount of damage the player character inflicts on the enemy character, the ratio of the amount of damage inflicted on the enemy character to its stamina, etc. In this case, a notification is issued if the amount of damage inflicted is less than the threshold. In addition, it may be determined that the magnitude of the influence satisfies a predetermined condition without setting a threshold, such as the relationship between the characteristics of the player character's current equipment and the characteristics of the enemy character's attack.

[0061] When a predetermined condition is satisfied, such as when the magnitude of the influence is determined to be equal to or greater than a threshold, the display control unit 234 changes the display mode of the situation image IM2 (activity A013). Specifically, for example, the display control unit 234 changes the size of the situation image IM2 displayed on the display 4a in a manner that is visible to the user. From another perspective, the display mode of the situation image IM2 changes depending on the situation. From yet another perspective, the notification unit 232 executes a notification step in a manner that allows the user to recognize that a predetermined event has occurred. Specifically, for example, the display control unit 234 changes the display mode of the situation image IM2 based on a notification instruction output by the notification unit 232.

[0062] For example, after activity A013, the display control unit 234 maintains the changed display mode of situation image IM2 until the processing of activity A017 is performed. If activity A017 is omitted, the changed display mode continues after activity A013 until the processing of activity A019 is performed. For example, the changed display mode continues until the magnitude of the impact falls below a threshold, the battle ends, or switching to manual mode is performed.

[0063] Next, the reception unit 233 receives an equipment change instruction from the user via the communication unit 21 and the communication network 11 (activity A014). If the reception unit 233 receives the input, the process proceeds to the next step. On the other hand, if the reception unit 233 does not receive the input, the process of activity A018 is executed. In other words, no particular process is executed until the battle between the player character and the enemy character begins.

[0064] Next, in response to receiving an equipment change instruction from the user, the determination unit 235 re-evaluates the magnitude of the impact that the battle will have on the player character (activity A015). The specific processing is the same as that described in activity A011, and therefore will not be described here.

[0065] Next, based on the results of the evaluation in activity A008, the determination unit 235 determines whether the magnitude of the influence satisfies a predetermined condition, such as whether it is equal to or greater than a threshold value or less than a threshold value (activity A016). If it is determined that the magnitude of the influence is equal to or greater than the threshold value, the processing of activity A018 is executed. In other words, no particular processing is executed until the start of a battle between the player character and the enemy character. On the other hand, if it is determined that the magnitude of the influence is less than the threshold value, the processing proceeds to the next step.

[0066] When it is determined that a predetermined condition is satisfied, such as the magnitude of the influence being equal to or greater than a threshold, the display control unit 234 changes the display mode of the situation image IM2 (activity A017). Specifically, for example, the display control unit 234 changes the size of the situation image IM2 displayed on the display 4a to its original size so that it can be viewed by the user. From another perspective, the notification unit 232 cancels the notification that has been continuing since activity A013. Specifically, for example, the display control unit 234 changes the display mode of the situation image IM2 based on a notification cancellation instruction output by the notification unit 232.

[0067] Next, the game control unit 230 starts a battle between the player character and the enemy character, and allows the battle to proceed in auto mode (activity A018). For example, the battle begins after the display of the player character that has caught up with the leading character overlaps the display of the leading character. For example, after the displays of the leading character and the player character overlap, the display control unit 234 erases the leading character and displays only the player character.

[0068] Next, the game control unit 230 switches from the auto mode to the manual mode (activity A019). Specifically, for example, the game control unit 230 switches to the manual mode in response to the reception unit 233 receiving a switching instruction from the user instructing the user to switch from the auto mode to the manual mode. In another example, the game control unit 230 switches to the manual mode when the game ends during or after a battle, when the player character reaches a destination preset by the user, when a quest is completed, or the like.

[0069] To summarize the above, the information processing system 1 includes a control unit 23. The control unit 23 includes the following units. As a game control step, the game control unit 230 controls a first state in which a player character is caused to move in a virtual space in response to a user input, and a second state in which the player character is caused to move in the virtual space without a user input. As a reception step, the reception unit 233 receives, from the user, a specific input that enables a first parameter, which is a parameter related to the player character, to be changed in the second state. As a first display step, the display control unit 234 displays, in parallel with the process of causing the player character to move in the second state, a setting screen that can receive settings related to changing the first parameter in response to the specific input.

[0070] According to these aspects, it is possible to further improve the convenience for the user in the auto mode. In particular, the user can change the first parameter while operating the player character in the auto mode. For example, the user can consider equipment to be used in a battle with a boss character (also simply referred to as a boss) or restore the stamina of the player character while operating the player character in the auto mode.

[0071] By being able to set the conditions for applying changes to the first parameter, the user can change the first parameter according to the game situation, even in auto mode. Furthermore, by being able to set the conditions in association with the destination, the user can prepare for events, such as battles, that will occur later, before reaching the destination. This further improves user convenience in auto mode.

[0072] By displaying the situation image IM2, the user can more specifically grasp the situation of the player character in auto mode, which allows the user to check the situation of the player character while viewing the setting screen for the first parameter, such as changing equipment.

[0073] By notifying the user in accordance with the situation of the player character (for example, by changing the display mode of the situation image IM2), the user can be made more effectively aware of changes in the situation of the player character. This allows the user to take action in accordance with the situation of the player character, and prevents the game from progressing in a way that goes against the user's wishes.

[0074] 3.2 Details of information processing The details of the information processing outlined above will be explained using the drawings.

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

[0076] The operation buttons 51 are widgets that accept instructions to display a screen corresponding to each operation button 51. For example, a quest selection screen (not shown) is displayed on the display 4a in response to a user input via the operation button 51 that displays "Quest." In response to a start instruction input by the user via the quest selection screen, the game control unit 230 starts a quest.

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

[0078] The field 60 is, for example, an image captured by a virtual camera in a virtual space. In the example of Fig. 4, the field 60 includes a player character 601. In the example of Fig. 4, the player character 601 moves in response to an operation by a user.

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

[0080] <Quest Progression Screen 6 (Auto Mode)> FIG. 5 is an image diagram showing an example of a quest progress screen 6. The quest progress screen 6 in FIG. 5 is an example of a screen displayed by the display control unit 234 in activity A006 in FIG. 3. For example, the quest progress screen 6 in FIG. 5 is displayed on the display 4a in response to a user input via the auto mode button 611 in FIG. 4. That is, the example in FIG. 5 shows the quest progress screen 6 in a state controlled in auto mode. At this time, the manual mode button 616 is displayed, allowing the user to recognize that control is in auto mode. However, the display control unit 234 may further display information that allows the user to recognize that control is in auto mode. Below, differences from the quest progress screen 6 in FIG. 4 will be described.

[0081] In the example of FIG. 5, the field 60 includes a player character 601 and a leading character 602. In the example of FIG. 5, the player character 601 and the leading character 602 move without user operation. The leading character 602 is an example of a suggestion image IM1. The leading character 602 is displayed, for example, in the form of a semi-transparent player character 601 (a so-called ghost of the player character 601). This allows the user to distinguish between the player character 601 and the leading character 602. The leading character 602 is displayed, for example, in any color (the same color as the player character 601, any single color, any combination of two or more colors, etc.). Note that in the auto mode, the player character 601 and the leading character 602 move without user operation, but may accept some operation inputs, and do not move without accepting any user operation. For example, even in the auto mode, it may be possible to accept a movement operation of the player character 601 in order to correct the movement path of the player character 601.

[0082] The menu window 61 includes, for example, a manual mode button 616, a destination setting button 612, an equipment change button 613, an item button 614, and a skill setting button 615. From another perspective, the display control unit 234 displays a widget WD1 (specifically, for example, the manual mode button 616) that accepts a switching instruction. From yet another perspective, the display control unit 234 displays, as a third display step, a widget WD2 (specifically, for example, the equipment change button 613) that accepts a specific input that enables a first parameter, which is a parameter related to the player character, to be changed. The user can switch to the manual mode, for example, at any timing by selecting the manual mode button 616. Furthermore, the user can change equipment, for example, at any timing by selecting the equipment change button 613.

[0083] <Equipment Change Screen 7 (Auto Mode)> 6 and 7 are image diagrams showing an example of the equipment change screen 7. The equipment change screen 7 is an example of a screen displayed by the display control unit 234 in activity A008 in FIG. 3. The example in FIG. 6 shows the equipment change screen 7 displayed in response to a user input via the equipment change button 613 in FIG. 5. The equipment change screen 7 includes, for example, a character display 70, an autoplay display window 71, a setting window 72, and operation buttons 73.

[0084] The character display 70 is, for example, an image showing a preview of the equipment of the player character 601. The autoplay display window 71 is an example of a situation image IM2, and is, for example, a window displaying the quest progress screen 6 progressing in auto mode. In this manner, the user can check the state of the player character 601 operating in auto mode while considering equipment changes.

[0085] The setting window 72 is a window that can accept various settings related to the player character 601. The setting window 72 includes, for example, a menu switching tab 721, a display switching button 722, an item display area 723, an item display area 724, a recommendation display 725, and a condition change button 726.

[0086] The example of FIG. 6 shows a state in which the "Equipment" menu switching tab 721 and the "Weapon" display switching button 722 are selected. Here, equipment represents a major category, and weapons represent a minor category. Weapons, protective gear, and accessories are examples of equipment. In the example of FIG. 6, the item display area 723 (or item display area 724) displays weapons that the user can equip. The user can change the first parameters by changing the equipment of the player character 601 via the setting window 72. For example, when the user changes weapons, the first parameters, such as attack attributes, attack power, attack range, and whether or not a special attack is available, are changed.

[0087] For example, when the "Item" display switch button 722 is selected, a list of available items is displayed in the setting window 72. For example, first parameters such as stamina, attack power, attack attributes, defense power, and resistance to special attacks are changed by using recovery items, strengthening items, etc., through user input. Similarly, when the "Skill" display switch button 722 is selected, a list of skills that the user can strengthen is displayed in the setting window 72. Various first parameters are changed in accordance with the user's input, similar to equipment, etc.

[0088] For example, the item display area 723 is displayed so as to be distinguishable from the item display area 724 by using a thicker border, a double border, a different color for the border or the area background, etc. This allows the user to recognize that the weapon currently equipped is the weapon displayed in the item display area 723.

[0089] For example, as the second display step, the display control unit 234 displays visual information IF recommending a change to at least one first parameter based on the destination. The recommendation display 725 is an example of the visual information IF. Specifically, for example, the display control unit 234 displays the recommendation display 725 on the display 4a in a manner that is visible to the user. For example, if the set destination is "in front of the boss's room," the recommendation display 725 may be displayed in association with a weapon recommended for use in a battle with the boss character. This manner can prompt the user to take the next action. In particular, the user can be prompted to make preparations in response to events that occur after the player character arrives at the destination. This allows even users who are unfamiliar with game operations to easily progress through the game.

[0090] It is also possible to automatically change the equipment to the recommended equipment without relying on user input, and to automatically change the first parameter based on the second parameter. In this case, the display of the notification described above may be omitted. Then, when the event that caused the effect is eliminated, such as defeating the enemy character, the equipment may be restored to the equipment before the change. This can further improve the convenience of the auto mode.

[0091] The condition change button 726 is a button that accepts an instruction to change the conditions for applying the equipment change, for example. In the example of Fig. 6, the equipment change is set to be executed when the player character arrives in front of the boss's room, which is the destination.

[0092] The operation button 73 is a button that accepts an instruction to close the equipment change screen 7 and display the quest progress screen 6 or a destination change screen (not shown), for example.

[0093] The equipment change screen 7 in FIG. 7 is an example of a screen displayed by the display control unit 234 in activity A013 in FIG. 3. In the example in FIG. 7, the autoplay display window 71 is larger, and the character display 70 and setting window 72 are smaller, compared to FIG. 6. The display mode of the autoplay display window 71 may be changed, for example, by making it glow, blinking, thickening the border, making the border double, or changing the color of the border. For example, the reception unit 233 receives an instruction to switch to manual mode from the user via an input such as tapping on the autoplay display window 71. FIG. 8 is an image diagram illustrating an example of a quest progress screen 6. The quest progress screen 6 in FIG. 8 is an example of a screen displayed via a selection input in the autoplay display window 71.

[0094] 7, the field 60 displayed in the autoplay display window 71 includes a player character 601, a leading character 603, and an enemy character 604. In the example of FIG. 6, the leading character 603 has reached the position where a battle with the enemy character 604 will occur, and has stopped moving.

[0095] 7, the display control unit 234 changes the display color of the operation button 73 that accepts an instruction to switch to the manual mode. From another perspective, the display mode of the widget WD1 that accepts an instruction to switch to the manual mode (specifically, for example, the operation button 73) changes in response to the execution of the notification.

[0096] FIG. 9 is an image diagram showing an example of the equipment change screen 7. The equipment change screen 7 in FIG. 9 is an example of a screen displayed by the display control unit 234 in activity A017 in FIG. 3. The example in FIG. 9 shows a screen displayed in response to a user input via the "Change Equipment Now" button in FIG. 7. In the example in FIG. 9, in response to the change in equipment, the autoplay display window 71 is displayed smaller, and the character display 70 and setting window 72 are displayed larger (i.e., displayed in their original form).

[0097] For example, in response to a user's selection in the item display area 724, the display control unit 234 changes and displays the equipment of the player character 601 and the leading character 605 in the character display 70 and the autoplay display window 71. An equipment change instruction in activity A014 in FIG. 3 is, for example, an instruction given by the user via a selection input in the item display area 724, an operation of hovering the cursor over the item display area 724, or an input from the operation button 73. If the magnitude of the impact falls below a threshold due to the receipt of the equipment change instruction, the notification is canceled. For example, the display color of the leading character 605 included in the autoplay display window 71 changes from red to light blue.

[0098] [others] The information processing method according to the above-described embodiment may be modified as follows.

[0099] In one aspect, the notification is performed by changing the display mode of the preceding character. From another perspective, as an example of the notification, the display control unit 234 changes the display mode displayed on the display 4a. Figures 10 and 11 are conceptual diagrams showing modified examples of the quest progress screen 6.

[0100] 10 is an example of a screen displayed by the display control unit 234 when a notification is being executed in activity A013 of FIG. 3. For example, the leading character 603 is displayed in a display manner that allows the user to recognize that a predetermined event, such as a battle, is approaching the player character 601. For example, the leading character 603 is displayed in a color such as red, yellow, or orange, which generally indicates a dangerous situation. Furthermore, for example, the leading character 603 is displayed with an emphasizing effect, such as by lighting up the surroundings or by flashing the leading character 603 itself. From another perspective, the notification unit 232, as the notification step, executes a notification in a manner that allows the user to recognize that danger is approaching the player character, that the player character will be significantly affected by the battle, etc.

[0101] In the example of FIG. 10 , the display modes of the manual mode button 616, destination setting button 612, equipment change button 613, item button 614, and skill setting button 615 are changed. For example, the change in the display mode of these buttons is performed by changing the color, making the surrounding area illuminate, blinking, or displaying a previously hidden button in a pop-up display, etc. From another perspective, the change in the display mode includes a change from a hidden state to a displayed state of a button, etc. For example, the display mode of at least some of these buttons may change depending on the situation of the player character.

[0102] From another perspective, the display control unit 234 changes the display mode of the widget WD2 that accepts a specific input that enables changing the first parameter, which is a parameter related to the player character, as the third display step. From yet another perspective, the display mode of the widget WD2 (specifically, for example, the equipment change button 613) changes in response to the execution of the notification. This mode allows the user to more easily recognize the action recommended for overcoming the situation. Furthermore, the user can take quicker action to improve the situation, which is more user-friendly.

[0103] For example, switching from auto mode to manual mode is executed in response to a user input via the manual mode button 616. From another perspective, the reception unit 233 receives, as a reception step, a specific input that enables changing a first parameter, which is a parameter related to the player character, after the notification step. With this configuration, the user can instruct switching from auto mode to manual mode after recognizing the notification. This makes it possible to prevent the game from progressing to a result contrary to the user's intention, even in auto mode.

[0104] 11 is an example of a screen displayed by the display control unit 234 when the notification has been cancelled in response to an equipment change. For example, the leading character 605 is displayed in a display mode (i.e., the original display mode) that allows the user to recognize that a predetermined event such as a battle is not imminent for the player character 601. For example, the leading character 605 is displayed in a color such as white, blue, green, or light blue, which generally indicates that the leading character 605 is in a safe state.

[0105] 11, the display manner of the manual mode button 616, destination setting button 612, equipment change button 613, item button 614, and skill setting button 615 changes with the cancellation of the notification. For example, these buttons are displayed in the same display manner as the manual mode button 616 in FIG. 5 (i.e., the original display manner).

[0106] In one embodiment, the notification may be performed by a method such as displaying a screen (e.g., a pop-up window) on the display 4a, vibrating the game apparatus 3 or the input device 4c, generating a sound from the speaker 4b, etc. In another embodiment, the notification may be canceled in response to an input from the user instructing cancellation of the notification.

[0107] The notification may be, for example, a push notification on a smartphone or the like, an email, or a message sent in a messenger application such as LINE (registered trademark). For example, the user may receive the notification when another application such as LINE (registered trademark) is running. In this case, the notification may be executed on the game device 3 on which the game is being executed, or on another game device (e.g., a smartphone) that can communicate with the communication network 11. The other application may be executed while the game control unit 230 is progressing the game in auto mode in the background. Furthermore, the game screen and the screen of the other application may be displayed in a manner that divides the screen of the display 4a.

[0108] In one aspect, if the equipment change button 613 is pressed after a notification is issued, or if a notification is issued while the equipment change screen 7 is displayed, the game control unit 230 may temporarily suspend operation of the player character in auto mode. In this case, the display control unit 234 may display the stopped player character 601 while leaving the preceding character 603 displayed in the auto play display window 71 of Fig. 7. For example, in response to cancellation of the notification due to an equipment change, the game control unit 230 resumes operation of the player character in auto mode.

[0109] In the above example, the determination is made as to whether the magnitude of the influence is equal to or greater than a threshold value or less than a threshold value, but this is not limiting. For example, the determination unit 235 may determine the level of danger from among a plurality of levels. For example, if the probability of game over is less than 10%, it may be determined as "low danger," if it is 10% or more but less than 50%, it may be determined as "medium danger," and if it is 50% or more, it may be determined as "high danger."

[0110] As an example, a mode in which the leading character is placed on a screen including an image captured by a virtual camera has been described, but this is not limiting. In one mode, the leading character is placed on a screen corresponding to the current field of view of the player character. For example, the display control unit 234 causes the display 4a to display a field including the leading character in a manner that is visible to the user. This mode reduces the processing load for displaying the character and the calculation load on the computer.

[0111] In one aspect, the process of operating the player character in auto mode includes processes such as having the player character fight an enemy character, having the player character collect or use items, changing the player character's equipment, etc. Furthermore, in response to the execution of the notification, for example, switching from auto mode to manual mode, changing the player character's equipment, etc. may be executed without user input.

[0112] Games to which the present disclosure is applicable are not limited to action games. For example, the present disclosure may be applied to role-playing games in which the level of a player character can be increased in auto mode. The present disclosure may also be applied to multiplayer games (e.g., competitive games) in which multiple users play the game in the same virtual space. In the case of a multiplayer game, a notification may be issued when a specific condition is met (e.g., when a search capability is available) and when the positional relationship between the player character and another player character meets a specific condition.

[0113] In this embodiment, the game control unit 230, the identification unit 231, the notification unit 232, the reception unit 233, the display control unit 234, and the judgment unit 235 are described as functional units realized by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units realized by the control unit 33 of the game device 3.

[0114] An aspect of the above embodiment may be a program that causes a computer to execute each step of the information processing method.

[0115] Furthermore, it may be provided in the following aspects.

[0116] (1) A program that causes a computer to execute the following steps: a game control step that controls a first state in which a player character is moved in a virtual space in accordance with user input, and a second state in which the player character is moved in the virtual space without the user input; a reception step that receives a specific input from the user that enables a first parameter related to the player character to be changed in the second state; and a first display step that displays a setting screen that can accept settings related to changes to the first parameter in accordance with the specific input, in parallel with the process of moving the player character in the second state.

[0117] (2) In the program described in (1) above, the setting includes setting a condition for applying the change in the first parameter.

[0118] (3) In the program described in (2) above, the process of moving the player character in the second state includes a process of moving the player character to a destination in the virtual space specified by the user, and the condition can be set in association with the destination.

[0119] (4) In the program according to (3) above, the second display step further comprises displaying visual information recommending a change to at least one of the first parameters based on the destination.

[0120] (5) In the program described in any one of (1) to (4) above, the first display step further displays a situation image, wherein the situation image indicates the situation of the player character operating in the second state in the virtual space.

[0121] (6) In the program described in (5) above, the display mode of the situation image changes depending on the situation.

[0122] (7) In the program described in any one of (1) to (6) above, further, in the identification step, a predetermined event is identified in the second state, which is an event that will occur after a predetermined time has elapsed from the current time and will affect the player character; in the notification step, a notification is made in a manner that allows the user to recognize that the predetermined event will occur; and in the reception step, the specified input is received after the notification step.

[0123] (8) In the program described in (7) above, further, in a third display step, a widget that accepts the specific input is displayed, and the display mode of the widget changes in response to the execution of the notification.

[0124] (9) An information processing method comprising the steps of the program described in any one of (1) to (8) above.

[0125] (10) An information processing system comprising a control unit, the control unit being configured to execute each step described in any one of (1) to (8) above. Of course, this is not the case.

[0126] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0127] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Game control unit 231: Specific part 232: Information Department 233: Reception 233: Reception 234: Display control unit 235: Judgment section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Home screen 50: Character display 51: Operation button 6: Quest progress screen 60: Field 601: Player character 602: preceding character 603: preceding character 604: Enemy character 605: preceding character 61: Menu window 611: Auto mode button 612: Destination setting button 613:Equipment change button 614: Item button 615: Skill setting button 616: Manual mode button 7: Equipment change screen 70: Character display 71: Autoplay display window 72: Settings window 721: Menu switching tab 722: Display switch button 723: Item display area 724: Item display area 725: Recommended display 726: Condition change button 73: Operation button IF: Visual information IM1: Suggested image IM2: Situation image WD1: Widget WD2: Widget

Claims

1. A program, Have the computer perform the following steps: the game control step includes controlling a first state in which a player character is caused to move in a virtual space in response to a user input and a second state in which the player character is caused to move in the virtual space without the user input; In the receiving step, a specific input that enables a first parameter related to the player character to be changed in the second state is received from the user; in the first display step, in parallel with the process of moving the player character in the second state, displaying a setting screen capable of accepting a setting related to a change of the first parameter in response to the specific input; the setting includes setting a condition for applying the change of the first parameter; The program, wherein the condition is at least one of the following: the player character performing a specific action; the player character reaching a specific point; a specific event occurring; an encounter with a specific enemy character; and the time or weather in the virtual space satisfying a predetermined condition.

2. A program comprising: Have the computer perform the following steps: the game control step includes controlling a first state in which a player character is caused to move in a virtual space in response to a user input and a second state in which the player character is caused to move in the virtual space without the user input; In the receiving step, a specific input that enables a first parameter related to the player character to be changed in the second state is received from the user; in the first display step, in parallel with the process of moving the player character in the second state, displaying a setting screen capable of accepting a setting related to a change of the first parameter in response to the specific input; the setting includes setting a condition for applying the change of the first parameter; the process of moving the player character in the second state includes a process of moving the player character to a destination in the virtual space designated by the user, The condition can be set in association with the destination.

3. A program comprising: Have the computer perform the following steps: the game control step includes controlling a first state in which a player character is caused to move in a virtual space in response to a user input and a second state in which the player character is caused to move in the virtual space without the user input; In the receiving step, a specific input that enables a first parameter related to the player character to be changed in the second state is received from the user; in the first display step, in parallel with the process of moving the player character in the second state, displaying a setting screen capable of accepting a setting related to a change of the first parameter in response to the specific input; In the specifying step, a predetermined event is specified, which is an event that will occur after a predetermined time has elapsed from the current time in the second state and that will have an effect on the player character; In the notification step, a notification is made in a manner that allows the user to recognize that the predetermined event has occurred; In the receiving step, the specific input is received after the notifying step.

4. 3. The program according to claim 2, Furthermore, in the second display step, visual information recommending a change to at least one of the first parameters is displayed based on the destination.

5. In the program according to any one of claims 1 to 3, In the first display step, a situation image is further displayed, The situation image shows the situation of the player character operating in the second state in the virtual space.

6. 6. The program according to claim 5, A program in which the display mode of the situation image changes depending on the situation.

7. 4. The program according to claim 3, Furthermore, in the third display step, a widget that accepts the specific input is displayed, The display mode of the widget changes in response to the execution of the notification.

8. An information processing method, comprising: An information processing method comprising the steps of the program according to any one of claims 1 to 3.

9. An information processing system, A control unit is provided, The control unit is configured to execute each step according to any one of claims 1 to 3.

Citation Information

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