Information processing method, information processing system, and program

The information processing method addresses the lack of engagement in game control by accumulating points and assigning objects based on actions, enhancing user interest through tangible rewards and visual feedback.

JP7723292B2Active Publication Date: 2025-08-14CAPCOM CO LTD
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Patent Information

Application Number
JP2023111093
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-06
Publication Date
2025-08-14
Estimated Expiration
2042-12-27

AI Technical Summary

Technical Problem

Existing game control methods lack engagement and reward mechanisms that provide a more interesting experience for users.

Method used

An information processing method that includes accumulating first and second points based on clearing conditions and elemental actions, assigning objects, and displaying these rewards to enhance user engagement.

Benefits of technology

Enhances user engagement and interest by providing tangible rewards and visual feedback for actions taken in the game, making the gaming experience more engaging.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an experience higher in an amusement property to a user.SOLUTION: In a game control step, an event in a virtual space is progressed by operating a character arranged in a virtual space according to input by a user. In a detection step, that an event clearing condition is satisfied is detected, and an element activity executed by the character in the event is detected. In a first accumulation step, first points associated with the user are accumulated according to at least one of the satisfaction of the clearing condition and the detection of the element activity. In a second accumulation step, second points associated with the user are accumulated according to the detection of the element activity. In an imparting step, a first object is imparted to the user according to the accumulation of the second points. In a display step, the first object selected according to input by the user is displayed in association with the user or the character.SELECTED DRAWING: Figure 8
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Description

[Technical Field]

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

[0002] Patent Document 1 discloses a technology that expands the possibility of obtaining achievements and enhances entertainment value.

[0003] This technology causes a computer to function as a virtual space generation unit that generates a virtual game space according to a predetermined scenario, a character control unit that causes a player object to act within the game space based on operation information input by a player, and an event processing unit that processes events based on the operation information. The game program is capable of granting achievements of multiple levels to the player corresponding to acquisition conditions of multiple levels. When operation information is input for displaying achievements that can be granted to the player by the game program, the event processing unit displays an acquired icon for each achievement that has already been obtained, indicating that the achievement has been obtained, and controls the event processing unit to display the acquisition conditions for achievements that can be obtained at the next level after the previously obtained achievement. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-054005 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in the above game control method.

[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. The information processing method includes a game control step, a detection step, a first accumulation step, a second accumulation step, an assignment step, and a display step. In the game control step, an event in the virtual space is progressed by operating a character placed in the virtual space in response to a user's input. In the detection step, satisfaction of a clearing condition for the event and an elemental action performed by the character in the event are detected. In the first accumulation step, first points associated with the user are accumulated in response to at least one of satisfaction of the clearing condition and detection of the elemental action. In the second accumulation step, second points different from the first points are accumulated. The second points are associated with the elemental action and associated with the user in response to detection of the elemental action. In the assignment step, a first object is assigned to the user in response to the accumulation of the second points. In the display step, a first object selected in response to the user's input is displayed in association with the user or the character.

[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief explanation of the drawings]

[0009] [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] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 10 is a diagram showing an example of reference data 5. [Figure 5] FIG. 10 is a diagram showing an example of a menu screen IM1 as a game screen. [Figure 6]FIG. 10 is a diagram showing an example of a first point screen IM2 as a game screen. [Figure 7] FIG. 10 is a diagram showing an example of a third point screen IM3 as a game screen. [Figure 8] FIG. 10 is a diagram showing an example of a medal awarding screen IM4 as a game screen. [Figure 9] FIG. 10 is a diagram showing an example of a history screen IM5 as a game screen. [Figure 10] FIG. 10 is a diagram showing an example of a play screen IM6 in which a first medal M1 as a first object is displayed in association with a character. DETAILED DESCRIPTION OF THE INVENTION

[0010] [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.

[0011] 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).

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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 act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] 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.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0021] <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.

[0022] 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 that the information processing device 2 receives 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, a request to start / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about game media obtained through gacha, etc.

[0023] 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.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB 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 game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly called gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding 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.

[0025] 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.

[0026] 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 DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0027] To further expand on the above, "game media" 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, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0028] <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.

[0029] 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 download request information, information on game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, SSD, RAM, 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 DB stored in the storage unit 22 of the information processing device 2. The user DB 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.

[0031] 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.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with operations 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 game 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 operations, etc., by the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game 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.

[0034] 2.2 Functional Configuration <Information processing device 2> Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0035] 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 (processor) executes various programs stored in the storage unit 22, thereby functioning as a reception unit 231, a game control unit 232, a detection unit 233, an accumulation unit 234, an assignment unit 235, and a display control unit 236. 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.

[0036] The reception unit 231 is configured to receive various information and inputs as a reception step. For example, the reception unit 231 receives various information and inputs from a user from the storage unit 22 of the information processing device 2, or receives them from the game device 3 or another external device via the communication network 11. In the present embodiment, the description will be given assuming that the various information received by the reception unit 231 is stored in the storage unit 22.

[0037] The game control unit 232 is configured to control the game based on various information as a game control step.

[0038] The detection unit 233 is configured to detect, as a detection step, various pieces of information that arise during the progress of the game and whether various conditions have been satisfied.

[0039] The accumulation unit 234 is configured to accumulate various points in association with the user according to the detection results and the like, as a first accumulation step, a second accumulation step, and a third accumulation step.

[0040] The granting unit 235 is configured to grant various information or objects to the character according to the accumulated points as a granting step.

[0041] As a display step, the display control unit 236 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 236 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 and transmit it to the game device 3 via the communication network 11.

[0042] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.

[0043] <Virtual Space> A virtual space is an area defined by information processing in which the game progresses. That is, a virtual space may be a one-dimensional space (a straight line), a two-dimensional space (a plane), or a three-dimensional space. A virtual space may be a centrally managed space, or may include a space managed as shared property (the so-called metaverse). Hereinafter, for the sake of convenience, such a virtual space may be referred to as a virtual space.

[0044] <object> An object is a virtual object placed in a virtual space. Objects include various virtual objects such as a player character, a non-player character, an item, a terrain or obstacle that restricts passage, etc. In this embodiment, the first object, the second object, and the character are examples of objects.

[0045] <Character> A character is an object that a user can control in a virtual space. Hereinafter, for convenience of explanation, an object that a user can control may be referred to as an operation target. A user can arbitrarily select, set, or change at least one character as an operation target from among a plurality of selectable characters (e.g., a first character, a second character, etc.). In this embodiment, a character may be defined by the operation target itself, or may be defined by an item (e.g., a suit, a weapon, leg equipment, an accessory, etc.) that is assigned to a certain operation target. In other words, the information processing device 2 may treat the same operation target to which different items are assigned as different characters. In this embodiment, a status is set for a character independently of the user. Examples of the status set for a character include the character's level, experience points, the status of assigned objects, quests unlocked for each character, and items.

[0046] <Quest> A quest is an element that makes up a game, and is information that indicates the flow of a series of game progressions. A user controls a character in a virtual space. The game progresses as the user completes a quest through the character. In this embodiment, a quest includes at least one event.

[0047] <Points> Points are accumulated for any target, such as a user, character, or object, depending on various information and operations, such as the progress of a quest or an event within a quest, and the actions of the user character performed within the quest or event. Accumulated points are accumulated for an associated target, such as a user, character, or object, depending on the information or operation that is the source of the accumulation. Points can be used in any manner, such as experience points for raising a user level, experience points for raising a character level, or as a condition for granting a character a specified object (for example, a medal, as described below).

[0048] <Elemental Actions> An elemental action indicates a unit of action that triggers the accumulation of points. By detecting an elemental action, the information processing device 2 causes the user or character to accumulate points corresponding to the elemental action. An elemental action may be configured to be detected only once per quest or event, for example, or may be configured to be detected each time the action is repeatedly performed.

[0049] <Medal> A medal is information awarded to a user in response to the accumulation of points and is also an example of a first object. For example, a medal is awarded to a user in response to the user achieving a clearing condition for an event or the detection of an elemental action of a character through a user operation. Medals include a first medal as a first object awarded in response to the accumulation of second points, and a second medal as a second object awarded in response to the detection of an elemental action. In this embodiment, the second medal is associated with one of the elemental actions. Furthermore, the second medal is associated with any one of the first medals. In other words, the first medal is associated with at least one second medal. When multiple second medals are associated with the same first medal, the elemental actions associated with each of these second medals can be considered to be the same type of elemental action associated with the same first medal. Therefore, the first medal functions as a symbol encompassing at least one elemental action, and the second medal can function as a symbol representing each of the elemental actions. In this embodiment, the first medal is associated with a user or a character. For example, the character can wear the medal. As a result, the medal functions as a badge of merit that shows other users that the user has fulfilled the corresponding clear condition or performed an elemental action using a character, etc. In particular, by making the second medal unattachable to a character, etc. and making the first medal attachable to a character, etc., the second medal can be used to praise the user for performing an elemental action, and the first medal can be used to demonstrate the user's skill to other users.

[0050] 4. Overview of Information Processing This section provides an overview of the flow of the information processing method executed by the information processing system 1. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The information processing may include any exception processing not shown. Exception processing includes interruption of the information processing or omission of each process. Selection or input performed in the information processing may be based on a user operation or may be performed automatically without relying on a user operation. In each activity included in the information processing described below, the information processing device 2 and the game device 3 cooperate as appropriate to perform each process.

[0051] First, in activity A001, the game device 3 transmits a request to participate in a game to the information processing device 2 in response to an operation by the user. For example, the user can transmit the request to participate in a game through an input on a game screen, which will be described later. The participation request includes the user's game play information. The game play information may include any information linked to the user's account, such as character information about a character operated by the player, history information about the player's game play history, and billing information about the player's billing status for the game. The reception unit 231 in the information processing device 2 then receives the transmitted participation request. The game of this embodiment is a multiplayer game, and the information processing device 2 receives the number of participation requests required to progress through quests, which will be described later. As a result, the user participates in the game as a character.

[0052] Next, the process proceeds to activity A002, and the control unit 23, functioning as the reception unit 231, receives a character selection from the user. In this embodiment, one control object is assigned to the user, and the selection of equipment for that control object is received, and the control object and the equipment are treated as one character. In this embodiment, the equipment includes at least a suit worn by the control object. The suit has a classification according to aptitude, and is associated with suit-specific status and operation means. Classifications include, for example, an attack-specialized "assault," an endurance-specialized "tank," and a support-specialized "support."

[0053] Next, the process proceeds to activity A003, and the control unit 23 of the information processing device 2 starts a quest as the game control unit 232. As a result, the control unit 23 places various objects such as characters, item objects, and enemy objects (also referred to as enemy characters) in the virtual space according to the started quest. In this embodiment, the quest is a multi-play quest that is progressed by the operation of each character by multiple users. Hereinafter, for convenience of explanation, each of the multiple users may be individually referred to as a first user and a second user.

[0054] In this embodiment, a quest includes multiple events, and is configured to progress one by one in sequence. Hereinafter, for convenience of explanation, each of the multiple events may be individually referred to as a first event and a second event. Note that a quest may also be configured to progress multiple events in parallel. The events progress in response to the operation of a first user character in response to an input by a first user, and the operation of a second user character in response to an input by a second user. The first user character is an object to be operated by the first user, and the second user character is an object to be operated by the second user. Note that these represent the objects themselves operated by the operation rights of the first user and the second user, and are different from the concept of individual characters, such as a first character and a second character, that are set in the object as an object to be operated.

[0055] Next, the process proceeds to activity A004, and the control unit 23 of the information processing device 2 progresses the quest by, for example, performing the processes of activity A401 to activity A412. The process of activity A004 is an example of a game control step in this embodiment.

[0056] First, in activity A401, the control unit 23 of the information processing device 2 starts an event included in a quest. The user operates a character to satisfy a clear condition for the started event by inputting to the game device 3, etc. As a result, the control unit 23 of the information processing device 2, as the game control unit 232, operates a character placed in the virtual space in response to the user's input, thereby progressing the event in the virtual space.

[0057] Thereafter, the processing proceeds to activity A402, and until the clearing condition is satisfied, the control unit 23 of the information processing device 2 functions as the detection unit 233 to detect element actions performed by the character in the event. For example, in this embodiment, the element actions include at least one type, such as obtaining an item object, attacking an enemy object, blocking attacks from other objects, and the number of times enemy objects or other user characters are defeated, and the control unit 23 of the information processing device 2 functions as the detection unit 233 to detect element actions by type. For at least some of the element actions, when the same type of element action is performed multiple times in the same quest or event, the detection unit 233 detects the number of times that the same type of element action is performed.

[0058] In this embodiment, when a user's operation targets include multiple different characters (e.g., a first character and a second character), the detection unit 233 individually detects elemental actions performed by each of the different characters. In other words, the detection unit 233 detects a first elemental action, which is an elemental action performed by the first character, and a second elemental action, which is an elemental action performed by the second character. While the specific manner of detecting elemental actions is arbitrary, the detection unit 233 detects elemental actions, for example, by comparing the action of a character identified based on a user's input with predetermined reference data 5 (see FIG. 4). The reference data 5 is configured to indicate a correspondence between elemental actions and detection conditions for elemental actions, and is stored, for example, in the storage unit 22 or the like. A specific manner of the reference data 5 will be described in detail in the next chapter.

[0059] Thereafter, the quest progresses under the event until the clearing condition of the event is satisfied, and when the clearing condition is satisfied, the processing proceeds to activity A403. In activity A403, the control unit 23 of the information processing device 2, functioning as the detection unit 233, detects that the clearing condition of the event has been satisfied. The processing of activity A402 and activity A403 are each an example of a detection step in this embodiment.

[0060] Thereafter, the process proceeds to activity A404, and the control unit 23 of the information processing device 2 ends the started event.

[0061] Thereafter, if there is an event (hereinafter referred to as a remaining event) among the events included in the quest whose clearing conditions have not been met, the process proceeds to activity A405, and the control unit 23 of the information processing device 2 updates the event and progresses the updated event along activity A401 to activity A404. As a result, the game control unit 232 of the information processing device 2 progresses the events included in the quest in order.

[0062] During the progress of the quest in the activity A004, the user may perform an operation to change the character (hereinafter referred to as a character change operation). In this case, the character change operation is performed by processing activity A411, and the control unit 23 of the information processing device 2 functions as the receiving unit 231 to receive the character change operation.

[0063] The process then proceeds to activity A412, where the control unit 23 of the information processing device 2 changes the user's character. Hereinafter, for convenience of explanation, the character before the change is referred to as the first character, and the character after the change is referred to as the second character. That is, the control unit 23 of the information processing device 2, as the game control unit 232, changes the character from the first character to the second character in an event in response to a user input. Because character changes are possible even during the progress of such a quest or event, the detection unit 233 can detect, in activity A402, etc., that the clearing conditions have been met and that elemental actions have been taken for each character, such as the first character or the second character. In this embodiment, in addition to elemental actions, etc., the control unit 23 of the information processing device 2 also compiles character participation information related to the participation status in a quest or event, such as the participation time and number of actions taken for each character in the quest or event. The character participation information is used, for example, when performing point accumulation processing, as described below.

[0064] On the other hand, if there are no remaining events, the process shifts from the process of activity A004 to the process of activity A005, and the control unit 23 of the information processing device 2 ends the quest.

[0065] After the quest ends, processing proceeds to activity A006, and the control unit 23 of the information processing device 2 tally up the detection results by the detection unit 233 while the quest is in progress, such as the elemental actions of each character and whether the event clearing conditions have been met, based on the detection results of activity A004. At this time, the control unit 23 of the information processing device 2 may further tally up character participation information, such as the participation time of each character in the event.

[0066] Next, the process proceeds to activity A007, where the control unit 23 of the information processing device 2 calculates the first points accumulated for the user and the third points accumulated for each character based on the counting result.

[0067] Next, the processing proceeds to activity A008, and the control unit 23 of the information processing device 2 causes the accumulation unit 234 to accumulate the calculated first points and third points in association with the user or the character. The processing of activity A007 is an example of the first accumulation step, second accumulation step, and third accumulation step in this embodiment.

[0068] The control unit 23 of the information processing device 2, for example, as the accumulation unit 234, accumulates first points in response to at least one of the detection of an elemental action and the satisfaction of a clearing condition. The control unit 23, as the accumulation unit 234, associates the first points with the user. Specifically, when the detection unit 233 detects an action included in the clearing condition of an event (for example, repelling an enemy object) as an elemental action corresponding to the event before the clearing condition of the event is satisfied, the accumulation unit 234 accumulates the first points in association with the user in response to the clearing condition being satisfied.

[0069] The first points are, for example, points equivalent to the user's experience points. The accumulation unit 234 raises the user level when a certain value or more of the first points are accumulated. The user level is, for example, a parameter representing the user's proficiency in the game, and is used, for example, when determining quests in which the user can participate, or when matching multiple users when playing a multi-play quest. The user level is managed independently of information about the character operated by the user (for example, the character's status, level, etc.).

[0070] The third points are accumulated for each character. For example, when the character is changed from the first character to the second character during a quest by processing activity A411 and activity A412, control unit 23 of information processing device 2 accumulates the third points for each character according to the elemental actions detected for each character.

[0071] Hereinafter, for convenience of explanation, an elemental action by a first character may be referred to as a first elemental action, and an elemental action by a second character may be referred to as a second elemental action. Furthermore, the third points accumulated in response to the detection of a first elemental action may be referred to as first element points, and the third points accumulated in response to the detection of a second elemental action may be referred to as second element points. In other words, the control unit 23 of the information processing device 2, as the accumulation unit 234, accumulates first element points associated with the first character and second element points associated with the second character, accumulates first element points in response to the detection of a first elemental action, and accumulates second element points in response to the detection of a second elemental action.

[0072] Next, the process proceeds to activity A009, and the control unit 23 of the information processing device 2, functioning as the granting unit 235, grants the user a first medal as a first object in accordance with the accumulation of the second points.

[0073] Furthermore, the awarding unit 235 awards the user with a second medal as a second object in response to the detection of an elemental behavior. For example, the awarding unit 235 awards the user with a second medal in response to the number of times the elemental behavior is detected. Hereinafter, for convenience of explanation, the first medal and the second medal awarded to the user may be collectively referred to as an acquired medal.

[0074] Next, the process proceeds to activity A010, and the control unit 23 of the information processing device 2, functioning as the display control unit 236, causes the display 4a to display the accumulation results of the first and third points described above. The accumulation results of these points are displayed, for example, as a result screen showing the progress of the user in the quest.

[0075] Next, the processing proceeds to activity A011, and the control unit 23 of the information processing device 2 displays the awarding result of the second medal. In other words, the control unit 23 of the information processing device 2, as the display control unit 236, displays the second object in response to the completion condition being met. This allows the user to visually recognize the second medal awarded each time an elemental action is performed, thereby increasing the interest of the game by performing the elemental action.

[0076] Next, the processing proceeds to activity A012, where the control unit 23 of the information processing device 2 converts the awarded second medals into second points. As a result, the control unit 23 of the information processing device 2 causes the accumulation unit 234 to accumulate second points, which are different from the first points. The second points are associated with elemental actions and are associated with the user in response to the detection of the elemental action. In this embodiment, points are accumulated for each event. For example, the control unit 23 of the information processing device 2 causes the accumulation unit 234 to accumulate second points accumulated in the second event in addition to the second points accumulated in the first event. Therefore, the accumulation unit 234 accumulates second points each time the clearing condition of an event in a quest is satisfied and the next event is played. This can more strongly encourage the user to take action to achieve the clearing condition of the event. Note that the accumulation unit 234 may accumulate second points according to the second medals in any manner, not limited to the conversion of second medals. For example, the accumulation unit 234 may calculate second points according to the type and number of second medals and accumulate the calculated second points. In this case, the second medal may remain awarded.

[0077] In this embodiment, the control unit 23 further awards second medals and converts the second medals into second points, thereby accumulating the second points, even when the same type of elemental action is performed multiple times in an event. This allows points to be earned by repeatedly performing the same type of elemental action, thereby preventing a decrease in the user's interest in the game due to repeated performance of the same type of elemental action. In this embodiment, the accumulation unit 234 accumulates second points associated with at least one elemental action associated with the same first medal according to the number of times the elemental action is detected in the event. The accumulated second points may differ for each elemental action of the same type. For example, the higher the difficulty of achieving an elemental action associated with the same type of elemental action, the larger the second points tend to be accumulated when the elemental action is detected.

[0078] The number of times an elemental behavior is detected in an event is not limited to the number of times the elemental behavior is detected in one event, but includes the number of times the elemental behavior is detected in multiple events, and therefore includes the number of times the elemental behavior is detected in one quest.

[0079] In addition, the second medals do not need to be accumulated as second points, but may be accumulated as first points, for example. In other words, the control unit 23 may cause the accumulation unit 234 to accumulate at least one of the first points and the second points according to the number of times the same type of elemental behavior is detected in the event.

[0080] Next, the process proceeds to activity A013, where the control unit 23 of the information processing device 2 awards the user a first medal as a first object in accordance with the accumulation result of the second points in activity A012.

[0081] Thereafter, the processing proceeds to activity A014, and the control unit 23 of the information processing device 2, as the reception unit 231, receives from the user the selection of the awarded first medal. The selection of the first medal is an example of an input by the user, which will be described later. The input by the user is not limited to this and may be any input, such as a character selection operation or a quest selection operation. Note that the first medal that the user can select is not limited to the first medal awarded in the latest activity A013, but may include a first medal awarded in any period prior to that.

[0082] Next, the processing proceeds to activity A015, and the control unit 23 of the information processing device 2, for example, in response to the selection of an acquired medal, causes the display control unit 236 to display the selected acquired medal on the display 4a in association with the user or a character. That is, the control unit 23 of the information processing device 2, in response to the display control unit 236, causes the first object (in this embodiment, an acquired medal) selected in response to an input by the user to be displayed in association with the user or a character. An example of the display manner of the acquired medal will be described in detail in the next chapter. The processing of activity A015 is an example of a display step in this embodiment. Thereafter, this information processing ends. If the user again transmits a request to participate in a quest, this information processing may be performed again in order, starting from activity A001.

[0083] In summary, the information processing method based on the above information processing is an information processing method executed by an information processing system, and includes a game control step, a detection step, a first accumulation step, a second accumulation step, an assignment step, and a display step. In the game control step, an event in the virtual space is progressed by operating a character placed in the virtual space in response to input by a user. In the detection step, satisfaction of a clearing condition for the event and an elemental action performed by the character in the event are detected. In the first accumulation step, first points associated with the user are accumulated in response to at least one of satisfaction of the clearing condition and detection of the elemental action. In the second accumulation step, second points different from the first points are accumulated. The second points are associated with the elemental action and associated with the user in response to detection of the elemental action. In the assignment step, a first object is assigned to the user in response to the accumulation of the second points. In the display step, a first object selected in response to input by the user is displayed in association with the user or the character.

[0084] This allows processing such as accumulating second points separately from first points for the results of operating a character in a quest or event (for example, achieving elemental actions or clearing conditions, etc.) As a result, this information processing method allows the user to visually recognize not only the user's overall involvement in the game but also local involvement such as elemental actions in relation to their involvement in a quest or event in the form of awarded medals.

[0085] Therefore, the interest of the game in relation to the various operations performed in the quest can be improved.

[0086] 5. Details of data processing This chapter uses diagrams to explain the details of the information processing outlined in the previous chapter.

[0087] <Reference Data 5> 4 is a diagram showing an example of the reference data 5. The reference data 5 defines information related to elemental actions for each type of elemental action. The reference data 5 of this embodiment defines the correspondence between the first medal, the second medal, the content of the elemental action, the detection unit of the elemental action, and the value of the second points accumulated by the elemental action.

[0088] The first medal defines the type of elemental action and is associated with at least one second medal. The first medal includes, for example, a single medal (such as "block," "repair," "kill," or "fighter kill") that is associated one-to-one with one second medal, and a composite medal that is associated with multiple second medals. The composite medals in this embodiment include a "damage medal" that is awarded according to damage inflicted on an enemy object (in this embodiment, an "M-type dinosaur"), and a "precision medal" that is awarded according to an elemental action that includes an attack on a weak point of an enemy object.

[0089] The second medals represent elemental actions, such as the action names of elemental actions or the names of objects corresponding to medals awarded to users, and are associated one-to-one with the elemental actions. For example, the second medals "Block," "Repair," "Kill," and "Fighter Kill" are associated one-to-one with the single medals (first medals) "Block," "Repair," "Kill," and "Fighter Kill." The second medals "Damage Deal I," "Damage Deal II," and "Damage Deal III" are awarded according to the amount of damage in a predetermined time, and are associated with the "Damage Medal" as a composite medal (first medal). The second medals "Critical Hit I," "Critical Hit II," and "Critical Hit III" are awarded according to the number of attacks on the weak points of enemy objects, and are associated with the "Precision Medal" as a composite medal (first medal).

[0090] The content of the elemental action is one of the detection conditions for the elemental action, and includes, for example, an action defined by a single action such as "blocking an attack from an enemy" or "restoring an ally's hit points (HP) by a predetermined value or more," or an action defined by a combination of multiple actions such as "defeating a certain number of enemy objects (dinosaurs)" or "defeating a certain number of characters (enemy fighters) controlled by other users." The detection unit 233 can detect the elemental action based on whether various actions of the character in response to the user's input satisfy the detection condition defined in the content of the elemental action.

[0091] The detection unit represents a unit of time during which the content of an elemental behavior is permitted to be detected, and can be set arbitrarily, for example, by behavior, by event, or by quest. When the detection unit is set to behavior, the detection unit 233 detects the elemental behavior regardless of whether or not it has already detected the elemental behavior in the same event or quest. Therefore, each time the same elemental behavior is detected in an event or quest, the detection unit 233 detects the elemental behavior. Therefore, such an elemental behavior may be detected multiple times in one event or quest. When the detection unit is set to event, the detection unit 233 detects the corresponding elemental behavior only once in one event. Then, when the event is updated, the detection unit 233 is permitted to detect the elemental behavior. Therefore, such elemental behaviors are detected up to the number of events.

[0092] The detection unit is not limited to an action unit or an event unit, but may be set in units of multiple events, for example, a quest unit. When the detection unit is set in units of quests, the detection unit 233 detects the corresponding elemental behavior only once in one quest. Therefore, the detection unit 233 can detect the elemental behavior only once in the progress of a series of quests in activity A004. The detection unit is not limited to this and may be any unit, and may be defined according to the progress time in the game, or may be defined so that it can be detected only in a specific quest.

[0093] The second point is set for each of the above-mentioned elemental actions, or rather, for each second medal. In particular, the value of the second point of the elemental actions associated with the same type of first medal is different for each of those elemental actions. For example, for "Damage Deal I", "Damage Deal II", and "Damage Deal III" associated with the same type of first medal "Damage Medal", the values D1, D2, and D3 of the second point for each are set such that D1 < D2 < D3. These second points are accumulated in the first medal associated with the elemental action (i.e., the second medal) respectively. For example, when the detection counts of the respective elemental actions of "Damage Deal I", "Damage Deal II", and "Damage Deal III" are N1, N2, and N3 respectively, the accumulation unit 234 accumulates the second point of N1×D1 + N2×D2 + N3×D3 in the "Damage Medal", which is the same type of first medal for these second medals (Activity A012). Then, the awarding unit 235 determines whether to award the "Damage Medal" according to the result of accumulating the second point of N1×D1 + N2×D2 + N3×D3 in the "Damage Medal", and awards the "Damage Medal" to the user based on this determination (Activity A013).

[0094] Note that the reference data 5 may further include the relationship with the value of the first point or the value of the third point. These point values may be set individually for each elemental action or for each first medal.

[0095] <Menu screen IM1> FIG. 5 is a diagram showing an example of the menu screen IM1 as a game screen. The user transmits a participation request to the information processing device 2 in Activity A001 through an input to the menu screen IM1 as a game screen. On the menu screen IM1 of the game shown in FIG. 4, a gacha button B1, an editing button B2, a quest button B3, an item button B4, and a history button B5 are displayed.

[0096] When the gacha button B1 is operated, a game screen for conducting a gacha lottery is displayed. When the organization button B2 is operated, a game screen for organizing characters is displayed. When the quest button B3 is operated, a game screen for selecting a quest is displayed. When the item button B4 is operated, a game screen for determining the items possessed or using items is displayed. When the history button B5 is operated, a history screen is displayed that displays information regarding the history of games played by the user in the past. The display format of the history screen is arbitrary, and any information may be displayed, such as the user's game play time, number of plays, number of quests cleared, user level, and characters available to the user. In this embodiment, the history screen displays information regarding the medals awarded to the user or characters. Details of the history screen will be described later.

[0097] <First point screen IM2> 6 is a diagram showing an example of a first point screen IM2 as a game screen. The first point screen IM2 is a screen showing the accumulation result of first points, and is displayed on the display 4a, for example, as a result of processing the activity A010. The first point screen IM2 is one of the result screens showing the user's play result for the quest. Various result screens are configured to be able to transition between each other in response to a predetermined input.

[0098] The first point screen IM2 includes a score area R1 and a first accumulation area R2. The score area R1 displays information related to the first point among various information about the quest the user has completed. The score area R1 includes a time score area R11, a normal score area R12, a mission score area R13, a multiplier area R14, and a total score area R15.

[0099] The time score area R11 displays the time the user has spent playing the quest and the first points corresponding to that playing time.

[0100] The normal score area R12 displays the first points accumulated by the character's actions in the quest.

[0101] The mission score area R13 displays first points according to the progress of the events in the entire quest. Note that the numerical values displayed in these areas R11 to R13 may not be the first points themselves, but may be values associated with the first points.

[0102] The multiplier area R14 displays a multiplier for the first points displayed in the above areas R11 to R13. The multiplier is a numerical value that determines the first points to be ultimately awarded to the user. For example, the awarding unit 235 multiplies the sum of the numerical values displayed in areas R11 to R13 by the numerical value displayed in the multiplier area R14, and awards this value to the user as the final first points. The multiplier can be set arbitrarily, but, for example, if there are multiple clearing conditions for a quest (for example, clearing conditions for the final event), it is determined according to which clearing conditions are met. For example, if the player succeeds in defeating an enemy object, the multiplier is set to a value greater than 1 (for example, 2), and if the player fails to defeat the enemy object, the multiplier is set to a value less than or equal to 1.

[0103] The total score area R15 displays the first points that will ultimately be awarded to the user and the gold that will be awarded to the user as a reward. The first points that will ultimately be awarded to the user are, for example, a value obtained by multiplying the sum of the first points displayed in areas R11 to R13 by the multiplier displayed in the multiplier area R14. The first points are displayed as "TOTAL EXP." The gold that is awarded as a reward is, for example, accumulated separately from the first points and second points and is used, for example, to unlock characters, items, etc. that the user can use.

[0104] The first accumulation area R2 is an area showing the accumulation status of the first points for the user, and the first points displayed in the total score area R15 are accumulated in addition to the existing first points. The first accumulation area R2 includes a user level area R21 and a first accumulation area R2.

[0105] The user level area R21 displays the user level. The user level is configured so that first points are accumulated for the user and increase by one each time the first points reach a value in a predetermined experience value table. In this embodiment, the user level displayed in the user level area R21 is "10."

[0106] The first accumulation area R22 displays information about the first points required to reach the next user level. The first accumulation area R2 includes, for example, visual information such as an indicator, and numerical information such as the number of accumulated first points and the number of first points required to reach the next user level, but is not limited to this and can be implemented in any manner that is visible to the user.

[0107] <Third point screen IM3> 7 is a diagram showing an example of a third point screen IM3 as a game screen. The third point screen IM3 is a screen showing the accumulation result of third points for each character, and is displayed on the display 4a, for example, as a result of processing the activity A010. The third point screen IM3 is one of the result screens showing the user's play result for the quest.

[0108] The third point screen IM3 includes a plurality of third accumulation areas R3. Each of the third accumulation areas R3 indicates the accumulation status of one character's third points. In this embodiment, the third accumulation areas R3 are arranged according to character classification ("Assault," "Tank," and "Support").

[0109] Each of the third accumulation areas R3 includes a character level area R31 and a character indicator area R32. The character level area R31 displays the level of the character corresponding to the third accumulation area R3. The character level is configured to increase by one each time third points are accumulated for the user or character and reach a value in a predetermined experience point table. As the character level increases, the character's status, available commands, etc. may change.

[0110] The character indicator area R32 is visual information that displays information regarding the first points required to reach the next user level, and is configured to visually display, for example, the accumulated status of third points before and after a quest is performed. In this embodiment, the character indicator area R32 includes a first display R321, a second display R322, and a third display R323. The first display R321 displays the accumulated status of third points before a quest is performed. The second display R322 displays the accumulated status of third points after the third points are accumulated by clearing a quest, and is configured to be distinguishable from the first display R321. The third display R323 visually represents the accumulated amount of third points required to reach the next character level from the accumulated status of third points displayed by the second display R322, and is configured to be distinguishable from the first display R321 and the second display R322.

[0111] Furthermore, if the character level increases as a result of accumulating the third points, a level-up display R33 is displayed in the third accumulation area R3. The level-up display R33 is visual information indicating the increase in the character level, and in this embodiment is displayed as a caption reading "LEVEL UP."

[0112] <Medal awarding screen IM4> 8 is a diagram showing an example of a medal awarding screen IM4 as a game screen. The medal awarding screen IM4 is a screen showing a second medal M2 as a second object awarded by completing a quest, and is displayed on the display 4a, for example, as a result of processing the activity A011. The medal awarding screen IM4 is one of the result screens showing the user's play results for the quest. The third point screen IM3 is one of the result screens showing the user's play results for the quest, and is configured to be able to transition between the third point screen IM3 and the first point screen IM2.

[0113] The medal awarding screen IM4 includes at least one quest medal area R4. Each quest medal area R4 includes information about one type of second medal M2 obtained by completing a quest, such as an image of the second medal M2, the name of the elemental action corresponding to the second medal M2 (for example, the name of the second medal included in the reference data 5), and the number of second medals M2 awarded. The medal awarding screen IM4 may also display a first medal M1 that is awarded by accumulating second points.

[0114] <History screen IM5> 9 is a diagram showing an example of a history screen IM5 as a game screen. The history screen IM5 is configured to allow the user or character to visually check the accumulation status of second points for each medal (first medal M1) awarded to the user or character, and is configured to transition from the menu screen IM1 by operating a history button B5 (see FIG. 4) included in the menu screen IM1, for example. The accumulation status of second points for medals includes the number of medals awarded, the accumulation of second points accumulated for each medal, etc.

[0115] The history screen IM5 includes a medal list area R5 and a medal details area R6.

[0116] The multiple medal list areas R5 are configured to allow the accumulation status of second points for first medals M1 to be listed by type. Each medal list area R5 displays an overview of the accumulation status of second points for one type of medal M1. The medal list area R5 of this embodiment includes an image of the first medal, a first accumulation area R51, and an achievement level area R52.

[0117] The first accumulation area R51 displays visual information indicating the number of second medals M2 awarded and the second points required to satisfy medal conditions (described below) as an overview of the accumulation status of second points for the first medal M1. The number of second medals M2 awarded is one parameter indicating the accumulated second points, and the second points correspond to the experience points accumulated in the first medal M1. In this way, by defining the experience points for each medal separately from the experience points for the user, the user is encouraged to have the character perform elemental actions, further increasing the interest of the game.

[0118] The achievement level area R52 is an area that indicates whether a medal condition that is preset for each first medal M1 has been met, and the user can check the medal condition that has been met according to the display mode of the achievement level area R52, such as the number of star-shaped objects. The achievement level area R52 can also be said to be an area that indicates the degree of achievement of the medal condition.

[0119] A medal condition is a condition that must be met in order for the first medal M1 awarded to the user to be associated with and displayed on the object operated by the user, and is determined, for example, by the number of second medals M2 awarded (in other words, the second points accumulated), combinations, timing, etc.

[0120] The first medal M1 can be associated with a character by any method, such as by associating it with audio information, tactile information, or text information. For example, the control unit 23 of the information processing device 2, as the display control unit 236, visually associates the first medal M1 with the character by having the character being operated wear the first medal M1. This allows the first medal M1, which accumulates second points and meets the medal conditions, to be displayed like a medal, thereby encouraging the user to have the character take actions that will accumulate second points, further increasing the interest of the game. The medal list area R5 is configured to be selectable in response to user operation.

[0121] The medal details area R6 displays details of the accumulation status of second points for the first medal M1 corresponding to the medal list area R5 selected by the user. The medal details area R6 displays, for example, an image of the first medal M1 and a preset acquisition difficulty level (EASY, NORMAL, HARD, EXTREAM, etc.) for the first medal M1. The medal details area R6 of this embodiment also includes a second accumulation area R61 and a medal condition area R62.

[0122] Similar to the first accumulation area R51, the second accumulation area R61 displays visual information such as the number of second medals M2 awarded (i.e., the accumulated second points) and the number of second points required to award the next first medal M1.

[0123] The medal condition area R62 displays the above-described medal conditions corresponding to the first medal corresponding to the selected medal list area R5. In this embodiment, the medal condition corresponding to the first medal M1, "KILL CHAIN," is set in stages, such as 10, 15, and 20, for the number of second medals M2 acquired. In the medal condition area R62, fulfilled medal conditions are displayed in a different manner from unfulfilled medal conditions. This makes it easier for the user to visually recognize the degree of achievement of the medal conditions. When the user performs an operation to select a first medal included in the medal list area R5 or the medal details area R6, the control unit 23 of the information processing device 2 can, as the reception unit 231, perform processing of activity A014 to accept the operation as a medal selection. As a result, after processing activity A015, the selected first medal M1 is displayed in association with the character or the user. Note that if the first medal M1 is a composite medal, the second points accumulated in the first medal are accumulated according to the multiple second medals M2 associated with the composite medal, and the accumulated amount varies depending on the second medal M2. For example, if "Damage Deal I," "Damage Deal II," and "Damage Deal III" are set as second medals associated with the "Damage Medal," the awarding unit 235 accumulates second points equivalent to one star-shaped object for each second medal M2 corresponding to "Damage Deal I," and accumulates second points equivalent to two star-shaped objects for each second medal M2 corresponding to "Damage Deal II."

[0124] <An example of how to associate the first medal M1> 10 is a diagram showing an example of a play screen IM6 in which a first medal M1 as a first object is associated with a character. The play screen IM6 of this embodiment is a game screen in which a quest is in progress in a virtual space, and displays a first user character UC1 operated by a first user and a second user character UC2 operated by a second user different from the first user.

[0125] Each of the first user character UC1 and the second user character UC2 is equipped with a first medal M1 selected by each user in activity A014. The positions at which these first medals M1 are equipped are arbitrary; for example, the first user's first medal M1 is displayed as being equipped on the shoulder of the first user character UC1, and the second user's first medal M1 is displayed as being equipped in the center of the chest of the second user character UC2. In this way, the specific manner in which the first medal M1 is displayed in association with each of the user characters UC1 and UC2 is arbitrary.

[0126] In this embodiment, the first medal M1 attached to the first user character UC1 is displayed in a manner visible to the second user, and the first medal M1 attached to the second user character UC2 is displayed in a manner visible to the first user. In other words, the control unit 23 of the information processing device 2, as the display control unit 236, displays the first object granted to the first user in association with the first user character, and displays the first object granted to the second user in association with the second user character. This makes the second object visible to other users as an indicator of the accumulation status of the second points, further amplifying the sense of accomplishment the user feels from accumulating the second points. This further enhances the enjoyment of the game.

[0127] The first medal M1 attached to the first user character UC1 may be invisible to the second user. In this case, the first medal M1 attached to the first user character UC1 can be seen only by the first user. Furthermore, the first medal M1 attached to the first user character UC1 may be displayed in a manner that is visible only to some other users, for example, the second user of the second user character UC2 who is an ally. This makes it easier to determine whether each character is an ally or enemy, thereby improving the convenience of the game.

[0128] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0129] The first object that is awarded as a result of accumulating second points is not limited to a medal, but may be any visible object such as a medal, a bill, or an ornament.

[0130] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including an internal memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. transmitted from another device, as well as acquiring information, etc. generated by the device itself. The table associating parameters is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Furthermore, information, etc. corresponding to parameters may be obtained using a mathematical formula, a conditional formula, etc., without using a table.

[0131] At least one of the devices included in the information processing system 1 may be installed outside Japan.

[0132] The above-described embodiments may be implemented as an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each step of the information processing method. The above-described embodiments may also be implemented as an information processing method. The information processing method includes each step of a similar information processing system. The above-described embodiments may also be implemented as a program. The program causes at least one computer to execute each step of the information processing method.

[0133] Furthermore, it may be provided in the following aspects.

[0134] (1) An information processing method executed by an information processing system, comprising a game control step, a detection step, a first accumulation step, a second accumulation step, an assignment step, and a display step, wherein in the game control step, an event in the virtual space is progressed by operating a character placed in the virtual space in response to input by a user, and in the detection step, a clearing condition for the event is satisfied and an elemental action performed by the character in the event is detected, and in the first accumulation step, first points associated with the user in response to at least one of the clearing condition being satisfied and the elemental action being detected, and in the second accumulation step, second points different from the first points are accumulated, wherein the second points are associated with the elemental action and associated with the user in response to the detection of the elemental action, and in the assignment step, a first object is assigned to the user in response to the accumulation of the second points, and in the display step, the first object selected in response to input by the user is displayed in association with the user or the character.

[0135] (2) In the information processing method described in (1) above, in the granting step, a second object is granted to the user in response to the elemental behavior being detected, and in the display step, the second object is displayed in response to the clear condition being satisfied.

[0136] (3) In the information processing method described in (1) or (2) above, in the second accumulation step, in addition to the second points accumulated in the first event, the second points accumulated in the second event are further accumulated.

[0137] (4) In the information processing method described in any one of (1) to (3) above, in the detection step, the elemental behavior is detected by type, and in the accumulation step, at least one of the first points and the second points is accumulated according to the number of times the elemental behavior of the same type is detected in the event.

[0138] (5) In the information processing method described in any one of (1) to (4) above, in the game control step, the character is changed from a first character to a second character in accordance with input by the user in the event, and in the detection step, a first element action which is the element action performed by the first character and a second element action which is the element action performed by the second character are detected.

[0139] (6) The information processing method described in (5) above further includes a third accumulation step, in which first element points associated with the first character and second element points associated with the second character are accumulated, the first element points are accumulated in response to the detection of the first element behavior, and the second element points are accumulated in response to the detection of the second element behavior.

[0140] (7) In the information processing method described in any one of (1) to (6) above, the event progresses by operating a first user character in accordance with input by a first user and operating a second user character in accordance with input by a second user, and in the display step, the first user character is displayed in association with the first object granted to the first user, and the second user character is displayed in association with the first object granted to the second user.

[0141] (8) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (7) above.

[0142] (9) A program that causes at least one computer to execute each step of the information processing method according to any one of (1) to (7) above. Of course, this is not the case.

[0143] 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]

[0144] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Game control unit 233:Detection unit 234: Storage unit 235: Granting section 236: Display control unit 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 B1: Gacha button B2: Formation button B3: Quest button B4: Item button B5: History button IM1: Menu screen IM2: First point screen IM3: Third point screen IM4: Medal award screen IM5: History screen IM6: Play screen M1: First Medal M2: Second Medal OB1: First object OB2: Second object R1: Score region R11: Time score area R12: Normal score area R13: Mission Score Area R14: Magnification area R15: Overall score area R2: 1st accumulation area R21: User level area R22: 1st accumulation area R3: 3rd accumulation area R31: Character level area R32: Character indicator area R321: 1st display R322: 2nd display R323: 3rd display R33: Level up display R4: Quest Medal Area R5: Medal list area R51: 1st accumulation area R52: Achievement level area R6: Medal details area R61: 2nd accumulation area R62: Medal Condition Area UC1: First user character UC2: Second user character

Claims

1. An information processing method executed by an information processing system, comprising: The game control method includes a game control step, a detection step, a first accumulation step, and an awarding step, In the game control step, a character arranged in a virtual space is operated in response to an input by a first user to progress a game including a quest in the virtual space, wherein the quest indicates a flow of progress in the game and includes at least one event, and the event is configured so that the quest progresses when a predetermined clearing condition is satisfied; the detecting step detects elemental actions from among actions performed by the character in the event, and the elemental actions are configured to be repeatedly executable until a clearing condition for the event is satisfied; In the first accumulation step, points are accumulated for the first user based at least on the number of times the elemental behavior is detected, wherein the points are associated with the elemental behavior and associated with the first user in response to the elemental behavior being detected; In the granting step, a first object is granted to the first user in accordance with the accumulation of the points; the points are set for each type of the elemental behavior, In the granting step, the first object corresponding to the type of elemental behavior is granted to the first user in accordance with the accumulation of the points corresponding to the type of elemental behavior.

2. 2. The information processing method according to claim 1, the assigning step assigns a second object corresponding to the elemental behavior to the first user based on a detection result of the elemental behavior; An information processing method in which a first object corresponding to the second object is granted to the first user in accordance with the granting mode of the second object, wherein the second object is associated with at least one of the element actions and is configured to be able to be granted to the first user in duplicate.

3. 2. The information processing method according to claim 1, An information processing method, wherein the first object is configured to be selectable by a first user so as to be visible to a second user different from the first user in the game.

4. 2. The information processing method according to claim 1, an object condition that is defined in stages with respect to the corresponding point is set for the first object; In the granting step, the first object corresponding to the object condition is granted in a granting manner that differs depending on a manner in which the object condition is achieved.

5. 2. The information processing method according to claim 1, In the game control step, the character is changed from a first character to a second character in response to an input by the first user during the event; In the detecting step, a first elemental action that is the elemental action performed by the first character and a second elemental action that is the elemental action performed by the second character are detected.

6. 6. The information processing method according to claim 5, Further comprising a second accumulation step, In the second accumulation step, first element points associated with the first character and second element points associated with the second character are accumulated, the first element points are accumulated in response to the detection of the first element behavior, and the second element points are accumulated in response to the detection of the second element behavior.

7. 2. The information processing method according to claim 1, the elemental behavior is repeatedly executable during a first period from the start of the event until a clearing condition for the event is satisfied, and is configured to be detected when at least one elemental condition that can be achieved during the first period is satisfied; An information processing method, wherein each of the at least one element condition is defined to be different from a clear condition of the event.

8. An information processing system comprising at least one device, An information processing system comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 7.

9. A program, A program that causes at least one computer to execute each step of the information processing method according to any one of claims 1 to 7.

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