Program, information processing device and system

The system enhances game entertainment by allowing game media to move and interact between virtual spaces, improving gameplay dynamics and progression.

JP7739701B2Active Publication Date: 2025-09-17CAPCOM CO LTD
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Patent Information

Application Number
JP2023155666
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-21
Publication Date
2025-09-17
Estimated Expiration
2043-09-21

AI Technical Summary

Technical Problem

Existing games lack sufficient entertainment value, particularly in the interaction and progression mechanics between different game areas.

Method used

A system that allows game media to be moved between virtual spaces, with identification and movement mechanisms to enhance gameplay progression and interaction, including display of multiple areas and their progression status.

Benefits of technology

Improves the entertainment value of games by enabling dynamic gameplay and progression through the movement and interaction of game media between different virtual spaces.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A program according to one embodiment of the present disclosure causes a computer 70 to function as progression means 100 for progressing a first game in a virtual space including a first area in which a first game medium is placed and a second area different from the first area, determination means 106 for determining whether or not the first game medium can be moved from the first area to the second area on the basis of the progress state of the first game, first movement means 102a for moving the first game medium from the first area toward the second area on the basis of the determination by the determination means 106 that the first game medium can be moved from the first area toward the second area, and display means 108 for displaying at least a part of the first area and at least a part of the second area in a list and displaying the first game medium moving from the first area toward the second area.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

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

[0002] Conventionally, there are techniques for games in which character objects appear in a virtual space. For example, Patent Document 1 describes a game in which animal characters that can be placed in a normal area are invited to a campsite. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-076190 Summary of the Invention [Problem to be solved by the invention]

[0004] The game described in Patent Document 1 leaves room for improvement in terms of its entertainment value. According to the present disclosure, it is possible to improve the entertainment value of the game. [Means for solving the problem]

[0005] The first aspect is a program that causes a computer to function as: progression means for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; determination means for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; first movement means for moving the first game medium from the first area toward the second area based on the determination by the determination means that movement is possible; and display means for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area.

[0006] In a first aspect, the second area includes one or more sections in each of which an object is set, and the computer can further function as a first identification means for identifying a progress status based on the object set in each of the one or more sections.

[0007] In a first aspect, one or more second game media different from the first game media are placed in the second area, and the first identification means can identify the progress status further based on the number of the one or more second game media.

[0008] In a first aspect, the computer is further made to function as a second identification means that identifies a first number that is a reference for the number of game media that can be placed in the second area based on objects set in each of one or more sections, and a second number that is the number of game media that can be moved from an area different from the second area to the second area in excess of the first number, and the first identification means can identify the progress status based on the first number, the second number, and the number of one or more second game media.

[0009] In a first aspect, the game media placed in the second area may include owned game media associated with the user by the user progressing through a second game different from the first game, and non-owned game media not associated with the user, and the game media that may be moved from an area different from the second area to the second area may include owned game media.

[0010] In a first aspect, the computer is further made to function as a third identification means that identifies the number of game media that can be moved to the second area based on objects placed in each of one or more sections, and the first identification means can identify the progress status based on the number of game media that can be moved to the second area identified by the third identification means and the number of game media that have moved from other areas to the second area among the one or more second game media.

[0011] In the first aspect, the computer can further function as second moving means for moving, within the first area, the first game medium before being moved by the first moving means.

[0012] In a first aspect, the first area includes one or more sections in each of which an object is set, and a movement position for moving the first game medium to the second area, and the second movement means is capable of moving the first game medium to a destination of the first game medium determined from among the one or more sections and the movement position.

[0013] The second aspect is an information processing device comprising: a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a judgment unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the judgment by the judgment unit that the first game medium can be moved; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area.

[0014] A third aspect is a system comprising: a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which a first game medium is placed and a second area different from the first area; a judgment unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the judgment by the judgment unit that the first game medium can be moved; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list, and displays the first game medium moving from the first area toward the second area. [Effects of the Invention]

[0015] According to the present disclosure, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0016] [Figure 1] FIG. 1 is a functional block diagram of the system 1. [Figure 2] FIG. 10 is a diagram illustrating an example of the operation of the terminal device 2. [Figure 3] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 4] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 5] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 6] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 7] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 8] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 9] FIG. 10 is a diagram illustrating an example of the operation of the terminal device 2. [Figure 10] 10 is a diagram illustrating an example of a display screen of the terminal device 2. FIG. [Figure 11] FIG. 2 is a diagram illustrating an example of hardware of each device in the system 1. DETAILED DESCRIPTION OF THE INVENTION

[0017] An embodiment of a system 1 of the present disclosure will be described with reference to the drawings. In the system 1 shown in Fig. 1, a server device 3 and a plurality of terminal devices 2 are connected to each other so as to be able to communicate with each other via a communication network 4, and a game is executed on the terminal devices 2.

[0018] The game of this embodiment is an online game executed in the system 1, and is configured by combining a puzzle game in which pieces placed on a puzzle board are eliminated, and a simulation game in which a virtual game space can be developed. Such a game is executed using a terminal device 2, 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. The following describes an example in which the terminal device 2 is a smartphone.

[0019] <1. Overview of System 1> [System 1 configuration overview] The system 1 is made up of a server device 3 and a plurality of terminal devices 2. The server device 3 stores game programs and game data, and manages the game data of the terminal devices 2, more specifically, manages the game data for each account.

[0020] The terminal device 2 executes a game based on user operations. To do so, the terminal device 2 receives, specifically downloads and installs, a game program and game data from the server device 3 via the communication network 4. Each user is assigned account information, including identification information and a password, in association with the terminal device 2. This account information is transmitted from the terminal device 2 to the server device 3 at the time of login, and is used for user authentication on the server device 3.

[0021] After user authentication, mutual communication becomes possible between the server device 3 and the terminal device 2. After logging in, the terminal device 2 receives data necessary for game progress, such as data related to the game progress status, from the server device 3, and then progresses the game while outputting game images and sounds based on the user's operations.

[0022] [Outline of the game executed on System 1] Next, we will explain an overview of the games executed in the system 1. A user can select and play either a puzzle game or a simulation game by operating the terminal device 2. The puzzle game and the simulation game are typically executed by common application software.

[0023] In a puzzle game, for example, players must match a predetermined number of pieces of the same color on a puzzle board to eliminate them from a game screen. The virtual game space displaying the puzzle board on which the puzzle game can be played can also be referred to as a puzzle game space or a first virtual space. A puzzle game includes multiple pre-prepared quests. Each quest has a different puzzle board and a clearing condition to be met on that puzzle board. Clearing conditions include, for example, clearing a predetermined number of pieces within a predetermined time from the start of the puzzle game, clearing a specific piece, or achieving a score equal to or greater than a predetermined value at the end of the puzzle game. When a user operates the terminal device 2 to play a puzzle game corresponding to a predetermined quest and achieves the clearing condition corresponding to the quest, the user is granted a predetermined reward, including game content. Game content is electronic data representing game-related elements. Hereinafter, a reward granted to a user for a quest is referred to as a "quest reward." Game content included in a quest reward may include game content corresponding to a puzzle game, game content corresponding to a simulation game, etc.

[0024] Game media corresponding to puzzle games include consumable media that can be used in the puzzle game. These consumable media are, for example, consumable items that can be used to progress through the puzzle game with an advantage. Such consumable items include pre-game consumable items that can be selected for use before starting the puzzle game, and in-game consumable items that can be used while playing the puzzle game.

[0025] Game media corresponding to a simulation game include, for example, non-player characters that can be placed in the simulation game and progress items necessary to progress through the simulation game. A simulation game develops a virtual game space by, for example, placing fixed game objects such as facilities within the virtual game space and increasing the number of resident characters, which are non-player characters, that exist in the virtual game space. The virtual game space in which a simulation game is executed may also be referred to as a simulation game space or a second virtual space. In the following description, the virtual game space in which a simulation game is executed will be referred to as a simulation game space.

[0026] Resident characters are placed in the simulation game space. When the user operates the terminal device 2 to select a resident character, the user can accept a task from the resident character. The user can complete the resident character's tasks by consuming progress items acquired in the puzzle game. When the user consumes multiple progress items and completes all tasks requested by the resident character, a facility corresponding to that resident character is newly placed in the simulation game space. Furthermore, each time a new facility is placed in the simulation game space, a new resident character appears in the simulation game space.

[0027] Therefore, in the game of this embodiment, players can play the puzzle game to obtain progress items, and then consume those progress items in the simulation game to increase the number of facilities and resident characters in the simulation game space and enjoy the development of the simulation game space.

[0028] Note that resident characters that are granted to users as quest rewards for the puzzle game described above are also placed in the simulation game space. Because these resident characters are special characters that are granted to users as quest rewards for the puzzle game with a predetermined probability, these characters will be referred to below as "special resident characters." In contrast, resident characters that appear by placing facilities in the simulation game space are characters that users can easily obtain as the simulation game progresses, and therefore these characters will be referred to below as "normal resident characters." Furthermore, special resident characters and normal resident characters will be collectively referred to as "resident characters."

[0029] As described above, special resident characters are resident characters that are placed in the simulation game space on the condition that they are assigned to the user. On the other hand, normal resident characters are resident characters that are placed in the simulation game space even if they are not assigned to the user. Therefore, special resident characters can also be said to be owned characters that the user owns, and normal resident characters can also be said to be unowned characters. Special resident characters can also be said to be unique characters whose designs (i.e., the appearance of the special resident character) and names do not overlap with other resident characters. On the other hand, normal resident characters can also be said to be non-unique characters or mob characters whose designs and names may overlap with other resident characters.

[0030] In addition to clearing the quests described above, users can also obtain game media such as various items that can be used in puzzle games and simulation games by purchasing them at shops or by a lottery method called gacha. Gacha is a method of selecting any game media, such as items, by lottery based on a predetermined selection rate. The selected game media is then awarded to the user. Game media consumed to play gacha include, for example, "paid stones," which are paid game media awarded to users through a payment operation, and "free stones," which are free game media awarded to users through gameplay. Free stones can be obtained, for example, as a quest reward in a puzzle game.

[0031] Note that "granting game content to a user" can also be rephrased as "associating the game content with identification information identifying the user." Furthermore, "the user owns the game content" can also be rephrased as "the game content is associated with identification information identifying the user." Users can acquire various game content by consuming paid stones or unpaid stones. Game content that can be acquired by consuming paid stones includes the above-mentioned progress items, as well as game content that can be used in puzzle games and simulation games. Furthermore, even if a user fails to meet the clearing conditions when completing a quest in the above-mentioned puzzle game, they can retry the quest by consuming paid stones.

[0032] The simulation game and the puzzle game can also be referred to as the first game and the second game, respectively.

[0033] [Structure of simulation game space] The simulation game space includes multiple island spaces. Each island space includes multiple areas. Each area includes multiple partitions. In this way, the simulation game space has a tree structure with the simulation game space as the root node and the partitions as leaf nodes. Each of these will be explained in detail below.

[0034] A resident character is placed in each of the multiple island spaces. In a simulation game, for example, in the initial state, the first island space is opened, and the other island spaces are not. In this state, when the first island space is developed to a predetermined condition by, for example, placing multiple buildings in the first island space or increasing the number of resident characters present in the first island space to a predetermined number, the next island space, the second island space, is opened. This allows the user to accept new tasks from the resident characters present in the second island space, and by completing these tasks, the second island space can be further developed. In other words, by developing the opened island space, multiple island space areas can be sequentially developed. The user can move between the multiple opened island spaces by operating the terminal device 2.

[0035] The island's resident characters are distributed throughout each of the multiple areas. As with the island, there are open and closed areas, and by developing open areas, the multiple areas can be developed one after the other.

[0036] The multiple sections include unlocked sections and unlocked sections. A user can place facilities in unlocked sections. On the other hand, a user cannot place facilities in unlocked sections. A user can unlock unlocked sections by consuming progress items that can be acquired as quest rewards, for example.

[0037] In one embodiment, a resident character placed in an area moves toward one of one or more open sections. When the resident character arrives at a section, it performs an action corresponding to the section. For example, if a section has a swing as a facility, the resident character that arrives at the section plays on the swing. Also, for example, if a section does not have a facility (i.e., the section is vacant), the resident character may do exercises or take a nap in the section. Note that an unreleased section may be excluded from the candidate destinations for the resident character, so that the resident character does not reach the section. Alternatively, if a resident character can move to an unreleased section, the resident character that arrives at the unreleased section may perform a general action other than the special action set for the section, as in the case of arriving at the vacant section described above.

[0038] In one embodiment, a resident character placed in an area moves not only to a section but also to a movement position set in the area. When the resident character arrives at the movement position, the resident character moves to another area corresponding to the movement position. Typically, the resident character cannot move to another area from any position other than the movement position.

[0039] In other words, the resident character basically moves around one or more sections within the area, and when it arrives at the destination, it moves towards another area. In this way, the user can enjoy watching the resident character move around the island space and perform various actions according to the section.

[0040] <2. Functional configuration of System 1> With reference to FIG. 1, the functions of the terminal device 2 and the server device 3 included in the system 1 will be described.

[0041] [Terminal device 2] The terminal device 2 includes a control unit 10, a storage unit 14, a network interface unit 18, and a bus 16. The control unit 10, the storage unit 14, and the network interface unit 18 are electrically connected via the bus 16.

[0042] (Storage unit 14) The storage unit 14 stores various information for executing the game and various programs executed by the control unit 10, which will be described later.

[0043] (Control unit 10) The control unit 10 executes various programs stored in the storage unit 14, thereby functioning as a progress means 100, a determination means 106, a movement means 102, a display means 108, and a specification means 104.

[0044] -Progress method 100- The progression means 100 progresses the game in the virtual space. In one embodiment, the progression means 100 progresses the puzzle game in the puzzle game space, and progresses the simulation game in the simulation game space and the island space. Progressing the game can also be referred to as executing the game.

[0045] -Transportation 102- The moving means 102 includes a first moving means 102a and a second moving means 102b.

[0046] The first movement means 102a moves the resident character between areas. Specifically, the first movement means 102a moves the resident character from a first area toward a second area. The first area and the second area are both areas included in a predetermined island space in the simulation game space. In one embodiment, the first movement means 102a moves the resident character from the first area toward the second area based on the determination by the determination means 106, which will be described later, that the resident character is movable.

[0047] In one embodiment, a resident character that can move from an area different from the second area to the second area is a special resident character. The first movement means 102a may restrict movement of normal resident characters between areas and may move special resident characters between areas.

[0048] The second moving means 102b moves the resident character within the area. In one embodiment, the second moving means 102b moves the resident character within the first area before the resident character is moved from the first area to the second area by the first moving means 102a. In one embodiment, the second moving means 102b moves the resident character toward a destination determined from one or more sections and movement positions in the first area.

[0049] In one embodiment, the moving means 102 moves the resident character autonomously (i.e., without user operation).

[0050] In one embodiment, the moving means 102 moves the resident character in a manner corresponding to the movement of the resident character. For example, the moving means 102 moves the resident character at a walking speed and in a walking direction corresponding to the walking movement of the resident character.

[0051] In one embodiment, the moving means 102 moves the resident character along a route from a starting position to a destination. More specifically, the moving means 102 moves the resident character to the destination while sequentially passing through a plurality of coordinates on the route from the starting position to the destination.

[0052] -Specifying means 104- The identifying means 104 includes a first identifying means 104a, a second identifying means 104b, and a third identifying means 104c.

[0053] The first specifying means 104a specifies the progress of the simulation game.

[0054] In one embodiment, the first identification means 104a identifies the progress of the simulation game based on the objects placed in each of the one or more sections included in the second area. In this case, the progress of the simulation game can also be said to be the development level of the second area.

[0055] In one embodiment, the first identification means 104a identifies the progress of the simulation game based on the number of resident characters placed in the second area. The first identification means 104a may identify the progress of the simulation game based in particular on a reference number of residents and an upper limit number of residents to be described later, and the number of resident characters placed in the second area. In this case, the progress of the simulation game can also be said to be the degree of congestion in the second area.

[0056] The number of resident characters placed in the second area is calculated, for example, using the following formula: (Number of resident characters initially placed in the second area) + (Number of resident characters who moved to the second area from other areas) - (Number of resident characters who moved from the second area to other areas)

[0057] In one embodiment, the first determination unit 104a determines the progress of the simulation game based on the upper limit of acceptance (described later) and the number of resident characters that have moved from other areas to the second area among the game contents placed in the second area. In this case, the progress of the simulation game can also be considered as the utilization rate of the acceptance capacity of the second area.

[0058] The number of resident characters that have moved from other areas to the second area among the game contents placed in the second area is calculated, for example, using the following formula. (Number of resident characters who moved from another area to the second area) - (Number of resident characters who moved from another area to the second area and then moved to another area)

[0059] The second identification means 104b identifies a standard resident number, which is the standard for the number of resident characters that can be placed in the second area. The second identification means 104b also identifies an excess upper limit number, which is the number of resident characters that can move to the second area from an area different from the second area in excess of the standard resident number. The sum of the standard resident number and the excess upper limit number is the upper limit of resident characters that can be placed in a specified area. The standard resident number and the excess upper limit number can also be referred to as the first number and the second number, respectively.

[0060] In one embodiment, the second identification means 104b identifies a standard resident number and an upper limit number that can be exceeded based on objects located in each of one or more sections included in the second area. For example, the greater the number of objects located in the second area, the greater the identified standard resident number and upper limit number that can be exceeded. Conversely, for example, the fewer the number of objects located in the second area, the smaller the identified standard resident number and upper limit number that can be exceeded.

[0061] The third specifying means 104c specifies an upper limit number of resident characters that can move from an area different from the second area to the second area. The upper limit number of resident characters can also be called a third number.

[0062] In one embodiment, the third determination unit 104c determines the upper limit number of objects to be accepted based on the number of objects placed in each of the one or more sections included in the second area. For example, the higher the number of objects placed in the second area, the higher the determined upper limit number of objects to be accepted. On the other hand, for example, the lower the number of objects placed in the second area, the lower the determined upper limit number of objects to be accepted.

[0063] -Judgment means 106- The determination means 106 determines whether or not the resident character can move from the first area to the second area. In one embodiment, the determination means 106 determines whether or not the resident character can move from the first area to the second area based on the progress of the simulation game.

[0064] In one embodiment, the determination means 106 determines whether a resident character can move from the first area to the second area based on whether or not the objects placed in each of one or more sections included in the second area satisfy a predetermined condition (i.e., whether or not the development level of the second area satisfies a predetermined condition).

[0065] In addition, in one embodiment, the determination means 106 determines whether a resident character can move from the first area to the second area based on whether the number of resident characters that have moved from other areas to the second area, among the game media placed in the second area, has reached the upper limit number that the second area can accommodate (i.e., whether the utilization rate of the second area's accommodation capacity has reached 100%).

[0066] In addition, in one embodiment, the determination means 106 determines whether or not a resident character can move from the first area to the second area based on whether or not the number of resident characters placed in the second area has reached the sum of the standard number of residents and the upper limit number of residents that can be exceeded.

[0067] -Display means 108- The display means 108 displays at least a part of the first area and at least a part of the second area in a list, and also displays a resident character moving from the first area toward the second area. Displaying at least a part of the first area and at least a part of the second area in a list by the display means 108 includes displaying at least a part of the first area and at least a part of the second area so that both fit within one screen of the display screen of the terminal device 2.

[0068] In one embodiment, the display means 108 displays a list of the portion of the first area that includes the first movement position and the portion of the second area that includes the second movement position that corresponds to the first movement position, as shown in Figure 10 described below.

[0069] Displaying a resident character moving from the first area toward the second area includes displaying the resident character crossing the boundary between the first area and the second area and entering the second area, as shown in Figure 10 described below.

[0070] (Network Interface Unit 18) The network interface unit 18 realizes communication with other devices via the communication network 4.

[0071] [Server device 3] The server device 3 transmits to the terminal device 2 various types of information required to execute the game.

[0072] [Communication Network 4] The communication network 4 realizes communication between the terminal device 2 and the server device 3. The communication network 4 realizes communication based on, for example, the TCP / IP protocol.

[0073] <3. Operation of Terminal Device 2> An example of the operation of the terminal device 2 will be described with reference to Figures 2-10. Figure 2 is a flowchart showing an example of the operation of the terminal device 2 when the user plays a part in which a quest reward is obtained in a puzzle game (hereinafter referred to as the "puzzle part") and a part in which a resident character is observed moving within and between areas in an island space in a simulation game (hereinafter referred to as the "simulation part"). Figures 3-6 are diagrams showing an example of a display screen of the terminal device 2 in the puzzle part. Figures 7-8 and 10 are diagrams showing an example of a display screen of the terminal device 2 in the simulation part. Figure 9 is a flowchart for explaining an example of a method for moving a resident character.

[0074] [Puzzle part actions] First, the terminal device 2 starts up the application software related to the game, and then displays a menu screen (S10).

[0075] 3 is a diagram showing an example of a display screen of the menu screen, which displays a title d1, a gacha button Mb1, a quest button Mb2, an island button Mb3, and a shop button Mb4.

[0076] The title d1 indicates the title of the display screen. In the example display screen of FIG. 3, "Menu" is displayed. The gacha button Mb1 is a button for transitioning to a screen for executing gacha. The quest button Mb2 is a button for transitioning to a screen for selecting a quest in a puzzle game. The island button Mb3 is a button for transitioning to a screen for selecting an island space in a simulation game. The shop button Mb4 is a button for transitioning to a shop screen. In this example, it is assumed that the user presses the quest button Mb2.

[0077] Returning to Figure 1, the terminal device 2 then accepts a quest selection from the user (S12).

[0078] Fig. 4 is a diagram showing an example of a display screen when the terminal device 2 accepts a quest selection from the user. The example display screen in Fig. 4 displays a title d100, a first quest selection button Qb1, a second quest selection button Qb2, a third quest selection button Qb3, a fourth quest selection button Qb4, a status d102, a status d104, a status d106, and a status d108.

[0079] The title d100 indicates the title of the display screen. In the example display screen of FIG. 4, "Quest Selection" is displayed. The first quest selection button Qb1, the second quest selection button Qb2, the third quest selection button Qb3, and the fourth quest selection button Qb4 are buttons for starting puzzle games related to the first to fourth quests, respectively. Note that while the first quest selection button Qb1, the second quest selection button Qb2, and the third quest selection button Qb3 can be pressed, pressing the fourth quest selection button Qb4 does not allow the puzzle game related to the fourth quest to be started. The statuses d102-d108 are elements that display the completion status of the first to fourth quests, respectively. The statuses d102-d108 display "Cleared," "Retired," "First Time," and "Not Opened," respectively. In this example, the user is assumed to press the third quest selection button Qb3.

[0080] Returning to Figure 1, the terminal device 2 then starts the puzzle game relating to the third quest (S14).

[0081] 5 is a diagram showing an example of a display screen when the terminal device 2 is playing a puzzle game related to the third quest. The example display screen in FIG. 5 displays a title d200, an enemy character icon d202, a target d204, and a puzzle display area d206.

[0082] The title d200 indicates the title of the display screen. In the example display screen of FIG. 5, "Quest Q3" is displayed. Note that "Quest Q3" corresponds to the third quest. The enemy character icon d202 is an icon of an enemy character corresponding to the quest. The goal d204 is a condition for determining that the third quest has been cleared. In the example display screen of FIG. 5, the condition for clearing the third quest is displayed as removing 15 pieces marked with a "△" symbol. In the puzzle display area d206, multiple pieces marked with a "△" symbol, a "○" symbol, and a "☆" symbol are displayed. The user can switch the position of one of the pieces with the piece adjacent to it by pressing and swiping on the piece. In this example, the user is assumed to clear the third quest.

[0083] Returning to Figure 1, the terminal device 2 then awards the user a quest reward for completing the third quest (S16).

[0084] Fig. 6 is a diagram showing an example of a display screen when the terminal device 2 displays a quest reward. The example display screen in Fig. 6 displays a title d300, an enemy character icon d302, a quest reward display area d304, and a back button d310. Of these, the title d300 and the enemy character icon d302 are the same as the title d200 and the enemy character icon d202 described with reference to the example display screen in Fig. 5, and therefore will not be described below.

[0085] The quest reward display area d304 is an area that displays game content granted to the user by clearing a quest. A progress item icon d306 and a resident character icon d308 are displayed in the quest reward display area d304. This indicates that a progress item and a resident character have been granted to the user. The granted resident character is a special resident character (also called a owned character). The back button d310 is a button for transitioning to a menu screen. In this example, the description will be given assuming that the user presses the back button d310 after clearing the third quest.

[0086] [Operation in the simulation part] Returning to FIG. 1, next, the terminal device 2 displays a menu screen in response to the user pressing the back button d310 (S20). An example of the display screen of the menu screen has been described with reference to FIG. 3. In this example, the user is assumed to next press the island button Mb3.

[0087] The terminal device 2 starts the simulation game and receives a selection of an island space from the user (S22).

[0088] Fig. 7 is a diagram showing an example of a display screen when the terminal device 2 accepts the selection of an island space. The example display screen in Fig. 7 displays a title d400, an island selection button Ib1, an island selection button Ib2, and an island selection button Ib3.

[0089] Title d400 indicates the title of the display screen. In the example display screen of FIG. 7, "Island Selection" is displayed. Island selection buttons Ib1-Ib3 are buttons for selecting island space Isp1, island space Isp2, and island space Isp3, respectively. In this example, the user is assumed to press island selection button Ib1 (i.e., to select island space Isp1).

[0090] Returning to FIG. 1, next, the terminal device 2 reads data for the island space Isp1 (S24). The data read here includes various information necessary for displaying the island space Isp1 on the terminal device 2. The data read here includes, for example, information about open areas in the island space Isp1, information about open sections in each area, information about objects placed in each section, and information about the initial placement of resident characters in each area.

[0091] In one embodiment, the initial placement of resident characters is determined according to the ratio of the standard number of residents in each area. For example, if a total of 18 resident characters are placed in the island space Isp1 and the ratio of the standard number of residents in the three areas of the island space Isp1 is 1:2:3, then 3, 6, and 9 resident characters will be initially placed in the three areas, respectively.

[0092] Next, the terminal device 2 displays the state of the resident characters in the island space Isp1 (S26).

[0093] 8 is a diagram showing an example of a display screen of the island space Isp1. The island space Isp1 includes areas Ar1, Ar2, and Ar3. In FIG. 8, special resident characters are represented by white cat icons, and regular resident characters are represented by black cat icons.

[0094] Area Ar1 includes section Se10, section Se12, movement position Mp10, and movement position Mp12. A "school" object is placed in section Se10. A "factory" object is placed in section Se12. Movement position Mp10 corresponds to area Ar3. Movement position Mp12 corresponds to area Ar2. Also, special resident character Ac10 is placed in area Ar1. Special resident character Ac10 is a special resident character assigned to the user in S16.

[0095] Area Ar2 includes sections Se20, Se22, Se24, Se26, movement position Mp20, and movement position Mp22. A "kiln" object is placed in section Se20. Section Se22 is open, but no objects are placed therein. A "beach" object is placed in section Se24. A "sofa" object is placed in section Se26. Movement position Mp20 corresponds to area Ar3. Movement position Mp22 corresponds to area Ar1. In addition, special resident character Ac20, special resident character Ac22, special resident character Ac24, normal resident character Nc20, and normal resident character Nc22 are placed in area Ar1. The user can place objects in section Se22 by using progress items granted as quest rewards.

[0096] Area Ar3 includes sections Se30, Se32, Se34, Se36, movement positions Mp30, and Mp32. A "store" object is located in section Se30. A "windmill" object is located in section Se32. A "castle" object is located in section Se34. Section Se36 is not unlocked. Movement position Mp30 corresponds to area Ar1. Movement position Mp32 corresponds to area Ar2. Furthermore, special resident character Ac30, special resident character Ac32, normal resident character Nc30, and normal resident character Nc32 are located in area Ar3. The user can unlock section Se36 by using a progress item granted as a quest reward.

[0097] Each resident character autonomously (i.e., without user operation) determines their destination and moves around the island space Isp1. Fig. 9 is a flowchart for explaining an example of a method for moving a resident character. The following description focuses on the movement of a special resident character Ac10 in area Ar1.

[0098] First, the terminal device 2 determines the destination of the special resident character Ac10 from one or more sections and movement positions within the area Ar1 (S100). Because the special resident character Ac10 is located in the area Ar1, the terminal device 2 determines one of the section Se10, the section Se12, the movement position Mp10, and the movement position Mp12 as the movement destination. For example, the terminal device 2 determines the section Se10, the section Se12, the movement position Mp10, and the movement position Mp12 as the movement destination with equal probability (i.e., 25% each).

[0099] Next, the terminal device 2 determines whether the determined destination is a moving position (S102).

[0100] (Resident character movement within the area) If the determined destination is not a movement position (S102 NO), that is, if the determined destination is a section, the terminal device 2 moves the special resident character Ac10 toward the section (S104). In this example, the terminal device 2 moves the special resident character Ac10 toward the section Se10.

[0101] After the special resident character Ac10 arrives at the section Se10, the terminal device 2 causes the special resident character Ac10 to perform an action corresponding to the section Se10. In this example, since a "school" object is located in the section Se10, the terminal device 2 displays the special resident character Ac10 performing the "study" action in the section Se10.

[0102] After the action by the special resident character Ac10 is completed, the terminal device 2 again determines the movement destination of the special resident character Ac10 from one or more sections and movement positions within the area Ar1 (S100).

[0103] In steps S104-106, the movement of the special resident character Ac10 is completed within the area Ar1, so this type of movement can also be called movement within the area.

[0104] (Resident character movement between areas) On the other hand, if the movement destination determined in S100 is a movement position (S102 YES), the terminal device 2 determines whether or not the special resident character Ac10 can move to the area corresponding to the movement position (S108). In this example, it is assumed that the movement position Mp12 is determined as the movement destination in S100. That is, the terminal device 2 determines whether or not the special resident character Ac10 can move to the area Ar2 corresponding to the movement position Mp12.

[0105] The terminal device 2 determines whether or not the special resident character Ac10 can move to the area Ar2, for example, by a series of processes shown in the following (1) to (4). (1) Based on the number of objects placed in area Ar2, the standard number of residents, the upper limit of excess residents, and the upper limit of acceptance residents for area Ar2 are determined. (2) It is determined whether the number of resident characters placed in area Ar2 has reached the sum of the standard resident number and the upper limit number of excess residents. (3) It is determined whether or not the number of resident characters in area Ar2 that have moved from area Ar1 or area Ar3 to area Ar2 has reached the upper limit of the number that can be accepted. (4) If a negative determination is made in both (2) and (3), it is determined that the special resident character Ac10 can move to the area Ar2. Otherwise, it is determined that the special resident character Ac10 cannot move to the area Ar2.

[0106] If it is determined that the special resident character Ac10 cannot move to the area Ar2 (S108 NO), the terminal device 2 stops the movement of the special resident character Ac10 and again determines the destination of the special resident character Ac10 from one or more sections and movement positions within the area Ar1 (S100).

[0107] If it is determined that the special resident character Ac10 can move to the area Ar2 (S108 YES), the terminal device 2 moves the special resident character Ac10 toward the movement position Mp12 (S110). Next, the terminal device 2 moves the special resident character Ac10 to the area Ar2, which is the area corresponding to the movement position Mp12 (S112). Next, the terminal device 2 determines the next movement destination of the special resident character Ac10 from one or more sections within the area Ar2 and the movement position (S100).

[0108] Fig. 10 is an enlarged view of the island space Isp1 within the frame Fr in Fig. 8. An example of the display screen of the terminal device 2 in S110-112 and the subsequent S100 will be described with reference to Fig. 10.

[0109] The terminal device 2 displays at least a part of the area Ar1 and at least a part of the area Ar2 in a list, and also displays a special resident character Ac10 moving from the area Ar1 toward the area Ar2. More specifically, the terminal device 2 displays the special resident character Ac10 moving on foot from the starting position to the movement position Mp12 that is the movement destination (S110), crossing the boundary between the area Ar1 and the area Ar2 and entering the area Ar2 (S112), and moving toward the next movement destination within the area Ar2 (S110).

[0110] In S108-112, the terminal device 2 moves the special resident character Ac10 from the area Ar1 to the area Ar2. Such a movement can also be called an inter-area movement.

[0111] To summarize the above, a program according to one embodiment of the present disclosure causes the computer 70 of the terminal device 2 to function as: a progression means 100 for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination means 106 for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement means 102a for moving the first game medium from the first area toward the second area based on the determination by the determination means 106 that movement is possible; and a display means 108 for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area.

[0112] <4. Effects of Terminal Device 2> The terminal device 2 can improve the entertainment value of the game. The terminal device 2 determines whether a resident character can move from the first area to the second area based on the progress of the simulation game, and moves the resident character based on the determination result. Therefore, the terminal device 2 can arrange the resident characters in a balanced manner across multiple areas. Furthermore, the terminal device 2 displays the resident characters moving from the first area to the second area. Therefore, the user can enjoy watching the resident characters roam freely within the island space. Furthermore, according to the above program, the resident characters move under certain restrictions, which can reduce the computational load on the terminal device 2.

[0113] In one embodiment, the second area includes one or more sections in each of which an object is placed, and the program further causes the computer 70 to function as a first determination means 104a that determines the progress status based on the object placed in each of the one or more sections.

[0114] According to this configuration, whether or not the resident character can move to the second area is determined based on at least the objects placed in the second area. This allows the terminal device 2 to move the resident character according to the development level of each area, further increasing the entertainment value of the game.

[0115] In one embodiment, one or more second game media different from the first game media are placed in the second area, and the first identification means 104a identifies the progress status further based on the number of the one or more second game media.

[0116] According to this configuration, whether a resident character can move to the second area is determined based on at least the number of other resident characters placed in the second area. This allows the terminal device 2 to move the resident character depending on the level of excitement in each area, further increasing the entertainment value of the game.

[0117] In one embodiment, the program further causes the computer 70 to function as a second identification means 104b that identifies a first number that is a measure of the number of game media that can be placed in the second area based on objects placed in each of one or more sections, and a second number that is the number of game media that can be moved from an area different from the second area to the second area in excess of the first number, and the first identification means 104a identifies the progress status based on the first number, the second number, and the number of one or more second game media.

[0118] According to this configuration, whether a resident character can move to the second area is determined based on at least the standard number of residents and the upper limit number of residents in the second area, and the number of other resident characters currently placed in the second area. This prevents the terminal device 2 from moving the resident character to an area where many other resident characters are already placed, thereby preventing uneven placement of resident characters between areas and further increasing the entertainment value of the game.

[0119] In one embodiment, the game media placed in the second area include owned game media associated with the user by the user progressing a second game different from the first game, and non-owned game media not associated with the user, and the game media that can be moved from an area different from the second area to the second area includes owned game media.

[0120] According to this configuration, the resident characters that move between areas include special resident characters. Furthermore, since special resident characters are resident characters that users receive as quest rewards, users often have stronger attachments to them than regular resident characters. This allows users to observe how the special resident characters they are attached to move between areas, thereby enabling the terminal device 2 to further increase the entertainment value of the game.

[0121] In one embodiment, the program further causes the computer 70 to function as a third determination means 104c that determines the number of game media that can be moved to the second area based on objects placed in each of one or more sections, and the first determination means 104a determines the progress status based on the number of game media that can be moved to the second area and the number of one or more second game media.

[0122] According to this configuration, whether a resident character can move to the second area is determined based on at least the second area's upper limit of acceptance and the number of other resident characters that have moved to the second area from other areas. This prevents the terminal device 2 from moving a resident character to an area that already has many other resident characters, thereby preventing uneven placement of resident characters between areas and further increasing the entertainment value of the game.

[0123] In one embodiment, the program further causes the computer 70 to function as second moving means 102b that moves, within the first area, the first game content before being moved by the first moving means 102a.

[0124] According to this configuration, the resident characters move not only between areas but also within the area, which allows the user to observe the resident characters moving around within the area, thereby enabling the terminal device 2 to further increase the entertainment value of the game.

[0125] In one embodiment, the first area may include one or more sections in each of which an object is set, and a movement position for the first game medium to move to the second area, and the second movement means 102b may move the first game medium toward a destination of the first game medium determined from among the one or more sections and movement positions.

[0126] According to this configuration, the resident character moves to another area, for example, probabilistically, while moving around the objects in the area. This allows the terminal device 2 to prevent the user from getting bored of observing the resident character.

[0127] The effects of the terminal device 2 described above are merely examples and do not limit the scope of application of the present disclosure.

[0128] <5. Variations> The matters described in the above embodiment can be changed as appropriate within a range that does not cause inconsistencies.

[0129] In the above embodiment, the terminal device 2 is described as executing the processing according to the present disclosure, but this is not limited to this. Specifically, the same processing may be executed by the server device 3, and the terminal device 2 may display the result.

[0130] In the above embodiment, the reference number of residents, the upper limit of excess numbers, and the upper limit of acceptance numbers are described as being determined based on the number of objects located in the second area, but this is not limited to this. The reference number of residents, the upper limit of excess numbers, and the upper limit of acceptance numbers may also be determined based on the level, rarity, and usage period of the objects located in the second area.

[0131] In the above embodiment, the movement position corresponds to one area (for example, the movement position Mp12 corresponds to the area Ar2), but the movement position may correspond to two or more areas. In this case, the terminal device 2 may move the resident character that has arrived at the movement position toward an area selected from the two or more corresponding areas based on probability, or may move the resident character toward an area selected based on the progress of the simulation game.

[0132] In the above embodiment, the terminal device 2 determines the destination of the resident character as a destination position, and then determines whether the resident character can move to the area corresponding to the destination position. However, this is not limited to this. For example, the terminal device 2 may store whether or not the resident character can move to each of a plurality of areas, and exclude a destination position corresponding to an area to which the resident character cannot move from the destination candidates.

[0133] In the above embodiment, when a resident character moves within an area, one or more sections and movement positions are determined as the movement destination with equal probability. However, this is not limited to this. The resident character may visit one or more sections and movement positions in a predetermined order. Furthermore, the movement destination may be determined based on a probability determined based on the attributes and preferences of the resident character.

[0134] In the above embodiment, the resident character performs an action when arriving at a section, but this is not limited to this. The resident character may perform a predetermined action (for example, wiping sweat, taking a deep breath, starting to dance, etc.) while moving toward the destination.

[0135] When a resident character can move from a predetermined area to a plurality of other areas, the area to which the resident character moves may be determined based on the number of other resident characters placed in the plurality of other areas. The terminal device 2 may, for example, preferentially move the resident character to an area where many other resident characters are placed (i.e., a lively area). The terminal device 2 may also, for example, preferentially move the resident character to an area where few other resident characters are placed (i.e., an empty area).

[0136] In the above embodiment, the resident characters are described as moving on foot, but this is not limited to this. The movement of the resident characters by the movement means 102 includes making the resident characters use objects corresponding to moving devices (for example, cars, boats, bicycles, etc.).

[0137] In the above embodiment, it has been described that special resident characters move between areas, but the terminal device 2 may also move normal resident characters between areas.

[0138] <6. Hardware Configuration> 11, an example of a hardware configuration in which each device including the above-described terminal device 2 is realized by a computer 70 will be described. Note that the functions of each device can also be realized by dividing them into multiple devices.

[0139] As shown in FIG. 11, a computer 70 includes a processor 700 , a storage device 702 , an input I / F 704 , a data I / F 706 , a communication I / F 708 , and a display device 710 .

[0140] The processor 700 controls various processes in the computer 70 by executing programs stored in the storage device 702. For example, each functional unit included in the control unit 10 of the terminal device 2 can be realized by the processor 700 executing the programs stored in the storage device 702.

[0141] The storage device 702 is a storage medium such as a RAM (Random Access Memory), etc. The RAM temporarily stores the program code of the program executed by the processor 700 and data required when the program is executed.

[0142] The storage device 702 may also be a non-volatile storage medium such as a hard disk drive (HDD) or flash memory. The storage device 702 stores an operating system and various programs for implementing the above-described configurations. The storage medium storing the various programs may be a non-transitory computer-readable medium. The storage device 702 may also store tables that register various types of information and a DB that manages the tables. Such programs and data are loaded into the storage device 702 as needed and referenced by the processor 700.

[0143] The input I / F 704 is a device for receiving input from a user. Specific examples of the input I / F 704 include a camera, a button, a microphone, a keyboard, a mouse, a touch panel, various sensors, and a wearable device. The input I / F 704 may be connected to the computer 70 via an interface such as a USB (Universal Serial Bus).

[0144] The data I / F 706 is a device for inputting data from outside the computer 70. A specific example of the data I / F 706 is a drive device for reading data stored in various storage media. The data I / F 706 may be provided outside the computer 70. In this case, the data I / F 706 is connected to the computer 70 via an interface such as a USB.

[0145] The communication I / F 708 is a device for performing data communication with devices external to the computer 70 via the communication network 4, either wired or wirelessly. The communication I / F 708 may be provided external to the computer 70. In this case, the communication I / F 708 is connected to the computer 70 via an interface such as a USB.

[0146] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include a liquid crystal display, an organic EL (Electro-Luminescence) display, and a display of a wearable device. The display device 710 may be provided outside the computer 70. In this case, the display device 710 is connected to the computer 70 via, for example, a display cable. Furthermore, when a touch panel is adopted as the input I / F 704, the display device 710 can be configured as an integral part of the input I / F 704.

[0147] The components of the terminal device 2 described in the above embodiment are assumed to realize predetermined processing in cooperation with other hardware by the processor 700 executing a program stored in the storage device 702. In other words, these components are considered to be software or firmware, as well as corresponding hardware, and in both of these concepts, they are also referred to as "functions," "means," "sections," "processing circuits," "units," or "modules," and can be interpreted as such.

[0148] 7. EMBODIMENTS OF THE PRESENT DISCLOSURE The present disclosure includes, for example, the following embodiments.

[0149] [Appendix 1] A program according to one embodiment of the present disclosure causes a computer 70 to function as: progression means 100 for progressing a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; determination means 106 for determining whether the first game medium can be moved from the first area to the second area based on the progress of the first game; first movement means 102a for moving the first game medium from the first area toward the second area based on the determination by the determination means 106 that movement is possible; and display means 108 for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area.

[0150] [Appendix 2] In the program described in Appendix 1, the second area may include one or more sections in each of which an object is placed, and the program may further cause the computer 70 to function as a first identification means 104a that identifies a progress status based on the object placed in each of the one or more sections.

[0151] [Appendix 3] In the program described in Appendix 2, one or more second game media different from the first game media may be placed in the second area, and the first identification means 104a may identify the progress status further based on the number of the one or more second game media.

[0152] [Appendix 4] The program described in Appendix 3 may further cause the computer 70 to function as a second identification means 104b that identifies a first number that is a measure of the number of game media that can be placed in the second area based on objects placed in each of one or more sections, and a second number that is the number of game media that can be moved from an area different from the second area to the second area in excess of the first number, and the first identification means 104a may identify the progress status based on the first number, the second number, and the number of one or more second game media.

[0153] [Appendix 5] In the program described in Appendix 4, the game media placed in the second area may include owned game media associated with the user by the user progressing a second game different from the first game, and non-owned game media not associated with the user, and game media that may be moved from an area different from the second area to the second area may include owned game media.

[0154] [Appendix 6] The program described in Appendix 3 may further cause the computer 70 to function as a third identification means 104c that identifies the number of game media that can be moved to the second area based on objects placed in each of one or more sections, and the first identification means 104a may identify the progress status based on the number of game media that can be moved to the second area and the number of one or more second game media.

[0155] [Appendix 7] The program described in any one of Appendices 1 to 6 may further cause the computer 70 to function as a second moving means 102b that moves the first game medium within the first area before it is moved by the first moving means 102a.

[0156] [Appendix 8] In the program described in Appendix 7, the first area may include one or more sections in each of which an object is set, and a movement position for the first game medium to move to the second area, and the second movement means 102b may move the first game medium toward a destination of the first game medium determined from among the one or more sections and the movement position.

[0157] [Appendix 9] An information processing device according to another aspect of the present disclosure includes a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game medium is placed and a second area different from the first area; a determination unit that determines whether the first game medium can be moved from the first area to the second area based on the progress of the first game; a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that movement is possible; and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area.

[0158] [Appendix 10] A system according to another aspect of the present disclosure includes a progression unit that progresses a first game in a virtual space, the virtual space including a first area in which the first game content is placed and a second area different from the first area; a determination unit that determines whether the first game content can be moved from the first area to the second area based on the progress of the first game; The game device includes a first movement unit that moves the first game medium from the first area toward the second area based on the determination by the determination unit that the first game medium is movable, and a display unit that displays at least a portion of the first area and at least a portion of the second area in a list and displays the first game medium moving from the first area toward the second area. [Explanation of symbols]

[0159] 1. System 2...Terminal device 2...Information processing device 3. Server equipment 10...Control unit 14...Storage section 70...Computer 100…Progress means 102...Transportation 102a…first means of transportation 102b…Second transportation means 104…Identification means 104a…First Specific Means 104b…Second Specific Means 104c…Specified Measures No. 3 106…Determination Method 108…Means of Expression

Claims

1. Computer, A progression means for progressing a first game in a virtual space, the virtual space includes a first area in which a first game content is placed and a second area different from the first area; the second area includes one or more sections in each of which an object is placed; The means of progression; a first determination means for determining a progress status of the first game based on objects placed in each of the one or more sections; a determination means for determining whether the first game content can be moved from the first area to the second area based on the progress status; a first moving means for moving the first game content from the first area toward the second area based on the determination by the determination means that the first game content is movable; a display means for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area; A program that functions as a

2. one or more second game media are placed in the second area, the second game media being movable within the second area before the first game media moves toward the second area; The program according to claim 1 , wherein the first determination means determines the progress status further based on the number of the one or more second game media.

3. The computer and further functioning as a second specifying means for specifying, based on the objects placed in each of the one or more sections, a first number that is a reference for the number of game contents that can be placed in the second area, and a second number that is the number of game contents that can be moved from an area other than the second area to the second area in excess of the first number; The program according to claim 2 , wherein the first determination means determines the progress status based on the first number, the second number, and the number of the one or more second game media.

4. the game media placed in the second area include owned game media associated with the user by the user progressing a second game different from the first game, and non-owned game media not associated with the user; The program according to claim 3 , wherein game media that can be moved to the second area from an area different from the second area include the owned game media.

5. The computer and further functioning as a third determination means for determining the number of game contents that can be moved relative to the second area based on the objects arranged in each of the one or more sections; The program described in claim 2, wherein the first identification means identifies the progress status based on the number of game media that can be moved to the second area identified by the third identification means and the number of game media, among the one or more second game media, that have moved to the second area from other areas.

6. The computer The program according to claim 1 , further functioning as a second moving means for moving the first game medium within the first area before being moved by the first moving means.

7. the first area includes one or more sections in each of which an object is set, and a movement position for the first game medium to move to the second area; The program according to claim 6 , wherein the second movement means moves the first game medium toward a destination of the first game medium determined from among the one or more sections and the movement position.

8. A computer used by a user, a progression means for progressing a first game in a virtual space, the virtual space including a first area through which the first game medium can move without operation by the user, and a second area different from the first area; a determination means for determining whether the first game medium can be moved from the first area to the second area based on a progress status of the first game; a first movement means for moving the first game medium from the first area toward the second area based on the determination by the determination means that the first game medium is movable, and after the first game medium has moved to the second area, the first game medium can move around in the second area without being operated by the user; a display means for displaying at least a portion of the first area and at least a portion of the second area in a list, and displaying the first game medium moving from the first area toward the second area; A program that functions as a

9. A memory unit that stores the program according to any one of claims 1 to 8; a control unit that executes the program; An information processing device comprising:

10. A memory unit that stores the program according to any one of claims 1 to 8; a control unit that executes the program; A system comprising:

Citation Information

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