program
The program addresses repetitive quest selection tasks by automatically selecting and starting events to obtain missing items, enhancing user convenience and maintaining interest.
Patent Information
- Application Number
- JP2023119510
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-21
- Publication Date
- 2025-10-23
- Estimated Expiration
- 2043-07-21
AI Technical Summary
Existing game programs require users to repeatedly select and start quests to obtain necessary items, which can be cumbersome and discourage user interest due to repetitive tasks.
A program that automatically selects and starts events to obtain missing items, displaying operation images only when sufficient materials are available, and alternative actions when materials are insufficient.
Improves user convenience and prevents a decline in user interest by simplifying the process of obtaining game items.
Smart Images

Figure 0007759364000001 
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Figure 0007759364000003
Abstract
Description
[Technical Field]
[0001] The present invention is Mu Regarding. [Background technology]
[0002] Conventionally, in games that allow the synthesis of so-called items and equipment, there has been known a program that can generate output information for displaying on a user's terminal device a quest selection screen that includes a list of quests in which material items required for synthesis can be obtained (see Patent Document 1). The quest selection screen clearly displays quests that the user has opened and quests that are not opened, allowing the user to easily understand whether quests in which the required material items can be obtained are opened or not. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2019-193695 Summary of the Invention [Problem to be solved by the invention]
[0004] However, while such programs display quests that allow users to acquire necessary material items, they have the drawback of requiring the user to perform selection and start operations to begin the quest, which can be cumbersome. While Patent Document 1 focuses on material items, this problem is not limited to material items required for synthesis; it also applies to other items and similar objects that users require, and a broader range of improvements is desired. Furthermore, if a user requires multiple items and each material requires a different quest to obtain, the user must repeatedly display a quest selection screen for each material, select a quest, and start the quest. Such routine tasks can discourage users from playing the game and reduce their interest.
[0005] The present invention provides a program that can improve user convenience and prevent users from losing interest. Mu's The purpose is to provide. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows.
[0007] The program according to the present invention includes: a first selection means for selecting an event in response to a selection operation by a user; and a first start means for starting the event selected by the selection operation in response to a start operation by the user. a determining means for determining a first object to be given to a user from among objects associated with the event in response to the user playing the event; a generating means for executing generation control for generating a new third object from material objects including at least the first object and a second object possessed by the user; and a determining means for determining whether or not the material objects required for generating the third object are insufficient among the objects possessed by the user. A determination means for determining When it is determined that the material object is insufficient, Depending on the user's situation, The missing material object may be determined as the first object. The computer is caused to function as a second selection means for selecting an event without the intervention of the selection operation. If the material objects are not insufficient, a first operation image relating to an operation for generating the third object is displayed on a predetermined display screen, and if the material objects are insufficient, the first operation image is not displayed, and instead a second operation image relating to an operation for starting the event selected by the second selection means is displayed. . [Effects of the Invention]
[0011] The program according to the present invention Mu This improves user convenience and prevents the user's interest from declining. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is an explanatory diagram of the overall configuration of an information processing system. [Figure 2] FIG. 2 is an explanatory diagram of the hardware configuration of a server and a user terminal. [Figure 3] FIG. 2 is an explanatory diagram of the functional configuration of a server and a user terminal. [Figure 4] FIG. 2 is an explanatory diagram showing a portal stage PS. [Figure 5] FIG. 10 is an explanatory diagram showing an example of a party screen. [Figure 6] FIG. 10 is an explanatory diagram showing an example of a training screen. [Figure 7A] An explanatory diagram showing each part of the training screen. [Figure 7B] An explanatory diagram showing each part of the training screen. [Figure 7C] An explanatory diagram showing each part of the training screen. [Figure 8] FIG. 10 is an explanatory diagram showing a confirmation window. [Figure 9A] An explanatory diagram showing the flow of the training presentation. [Figure 9B] An explanatory diagram showing the flow of the training presentation. [Figure 10] FIG. 10 is an explanatory diagram showing an example of an alternative button. [Figure 11] FIG. 10 is an explanatory diagram showing an example of a material acquisition screen. [Figure 12] 10 is a flowchart illustrating an example of a specific control process. [Figure 13] FIG. 10 is an explanatory diagram showing a modified example of the training screen. [Figure 14A] FIG. 10 is an explanatory diagram showing an example of a modified training screen. [Figure 14B] FIG. 10 is an explanatory diagram showing an example of a modified training screen. DETAILED DESCRIPTION OF THE INVENTION
[0013] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiment is merely one mode for explaining the present invention, and the numerical values and the like shown in the embodiment are merely examples and do not limit the present invention. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention. Furthermore, in this specification and drawings, elements having substantially the same functions and configurations are assigned the same reference numerals as much as possible to avoid redundant explanations, and elements not directly related to the present invention are not shown.
[0014] (Configuration of Information Processing System S) 1, the information processing system S according to this embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In this embodiment, a case will be described in which a game is provided by the information processing system S.
[0015] The information processing system S according to this embodiment functions as an information processing device that provides a game through cooperation between the server 100 and the user terminal 200. The server 100 and the user terminal 200 are respectively responsible for executing various functions in the game and controlling the progress of the game, and the various functions and game are executed by the server 100 and the user terminal 200 working together.
[0016] The server 100 is connected to a plurality of user terminals 200 via a network 300 so as to be able to communicate with each other. Each user terminal 200 can send and receive various information to and from the server 100 via the network 300. Furthermore, each user terminal 200 can send and receive various information to and from other user terminals 200 via the network 300 and the server 100. The server 100 stores various information (e.g., user information) for each user (hereinafter also referred to as a player) playing a game using the user terminal 200, and can also store various information related to the game. Furthermore, the server 100 can perform processes such as updating the stored information and transmitting (downloading) images and various information to the user terminal 200 based on input operations from the user terminal 200. Note that each user terminal 200 may be able to send and receive various information directly between the user terminals 200 without going through the network 300 or the server 100, using its own wireless communication function.
[0017] The network 300 is configured by the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. The server 100 and the user terminal 200 are connected via the network 300 wirelessly or by wire.
[0018] (Hardware configuration of server 100) 2, the server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input interface 170 of the server 100 will also be referred to as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, and server input / output interface 170, respectively.
[0019] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game in accordance with the programs and data stored in the server memory 120 .
[0020] The server memory 120 is composed of a ROM (Read Only Memory), a RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game, progressing the game, etc. The server CPU 110 and the server memory 120 are connected to each other via a server internal bus (not shown).
[0021] The server storage unit 130 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.
[0022] The server communication unit 140 is configured with a communication interface and the like, and transmits and receives information such as various data and programs to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 and the like are transmitted to the user terminal 200 by the server communication unit 140.
[0023] The server input unit 150 is composed of a keyboard, a mouse, etc. Based on input operations by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various stored programs and data.
[0024] The server output unit 160 is configured with a display capable of displaying characters, images, etc., a speaker capable of outputting sound, etc. The contents of various processes executed based on input operations by the server input unit 150 are output by the server output unit 160.
[0025] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to a server input / output interface 170, which is connected to an internal bus of the server (not shown).
[0026] (Hardware configuration of user terminal 200) Examples of the user terminal 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, a case where a smartphone is used as the user terminal 200 will be described.
[0027] 2, the user terminal 200 has a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.
[0028] The terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configurations and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, and therefore detailed explanations thereof will be omitted with some exceptions.
[0029] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via a terminal internal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to a terminal input / output interface 270, which is connected to the terminal internal bus (not shown). The user terminal 200 also performs various processes, such as executing various game functions and progressing through the game, in accordance with the programs and data stored in the terminal memory 220. The user terminal 200 also receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or the terminal storage unit 230. Information regarding the results of the various processes executed by the terminal CPU 210 is transmitted to the server 100 by the terminal communication unit 240.
[0030] The terminal input unit 250 is composed of, for example, a touch panel, a keyboard, a mouse, a controller, physical buttons, etc., which can input operations to the user terminal 200, and may be mounted on the user terminal 200 itself, or may be provided separately from the user terminal 200 and connected to the user terminal 200 via a connection cable, etc. Furthermore, the terminal input unit 250 may be a microphone capable of voice input, or an acceleration sensor capable of detecting the tilt, movement, vibration, etc. of the user terminal 200 and inputting the detected information. In this embodiment, the user terminal 200 is provided with a touch panel 262 which functions as both the terminal input unit 250 and the terminal output unit 260.
[0031] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S will be described with reference to Fig. 3. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for executing the above-mentioned games, various information related to the games, information related to users, game data, etc. The server CPU 110 of the server 100 executes the stored programs to cause the server 100 to function as a data transmission / reception unit 182, a storage processing unit 184, and a game control unit 186. The terminal CPU 210 of the user terminal 200 executes the stored programs to cause the user terminal 200 to function as a data transmission / reception unit 280, a storage processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288.
[0032] These are just examples of functional units, and the server 100 and the user terminal 200 are equipped with various other functional units. Each functional unit may be provided in either the server 100 or the user terminal, and functional units performing the same role may be provided in both the server 100 and the user terminal 200.
[0033] The data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 both transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the data transmission / reception unit 182 of the server 100 receives login information for logging into a game from the user terminal 200 at the time of application startup, the data transmission / reception unit 182 of the server 100 transmits to the user terminal 200 information about the user corresponding to the login information (for example, account name, etc.), information about the game (information about the character used, items and currency possessed, equipment possessed, Petmons befriended, game progress information, etc.), and game data (data such as various setting information necessary to construct a virtual space (game space)).
[0034] The storage processing unit of the server 100 stores various information and data received from the user terminal 200 in the server storage unit 130 .
[0035] The storage processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230 .
[0036] The operation control unit 284 of the user terminal 200 receives and controls player operations input by the terminal input unit 250 via the touch panel 262. The operation control unit 284 detects the type of input operation from the player's operation position and operation direction. Examples of such operations include touch operation, tap operation, slide operation, swipe operation, flick operation, and pinch-in / out operation. It is also possible to detect long press and touch-off operations.
[0037] Both the game control unit 186 of the server 100 and the game control unit 286 of the user terminal 200 control the overall progress of the game. Specific examples of each control will be described below, focusing on the control in the game control unit 286. It goes without saying that the control performed by the game control unit 286 may also be performed by the game control unit 186 of the server 100.
[0038] The game control unit 286 constructs a virtual field as a game space (virtual space) based on the game data, and places character objects such as the player character, NPCs, enemy monsters, and pet monsters, as well as structural objects including various buildings and structures such as trees, mountains, stones, and rocks. The game control unit 286 controls the game space and these objects placed in the game space. For example, it changes the weather, day / night, etc. in the game space, causes objects to perform predetermined actions, and changes their color, shape, etc.
[0039] The game control unit 286 progresses the game by treating the input operations detected by the operation control unit 284 as instructions from the player. For example, it may determine that touch operations or tap operations on various icons are "confirmation" or "selection" operations and perform corresponding processing, or it may determine that drag operations or swipe operations are "movement" operations and perform processing to move the player character.
[0040] The game control unit 286 controls a virtual camera that captures images of the game space. Specifically, the position, orientation, and angle of the virtual camera are specified to define an area of the game space that the player can view as a viewing area. The game control unit 286 sends an instruction to the screen control unit 288 to display the defined area of the game space and various objects placed within this area. The game control unit 286 adjusts the virtual camera and updates and controls the viewing area so that it follows the actions and movements of the player character. Note that the position, orientation, and angle of the virtual camera may be arbitrarily adjustable in response to the player's operation.
[0041] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. The screen control unit 288 generates images according to instructions from the game control unit 286 and displays them on the touch panel 262. The screen control unit 288 displays a UI (User Interface) superimposed on the visible area, such as icons, buttons, status displays, menu screens, and maps of the game space, which are used to operate the game and display game information.
[0042] (Outline of the game and control processing provided by the information processing system S) The game provided by the information processing system S according to this embodiment is an action RPG game in which the player character controlled by the user cooperates with his or her companion pet monster (hereinafter also referred to as Petmon) to complete quests and progress through episodes that form the main story within a virtual field (game space) constructed with natural objects such as fields, rivers, and oceans, and man-made objects such as various buildings, and the game progresses as the player character and his or her companion pet monster (hereinafter also referred to as Petmon) complete quests and progress through episodes that form the main story. The following description will be given taking as an example a case where the configuration according to this embodiment is applied to the above game.
[0043] When playing a game for the first time, the user installs a dedicated game application in advance on the user terminal 200 and registers the user with the server 100 (for example, registering information such as a user ID and a player name to be used in the game). After that, when the application is started, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. Upon receiving the instruction from the game control unit 286, the screen control unit 288 generates and displays a corresponding image.
[0044] FIG. 4 shows a state in which the portal stage PS is displayed on the touch panel 262.
[0045] The screen control unit 288 receives instructions from the game control unit 286 and displays the portal stage PS on the touch panel 262. As shown in FIG. 4, the portal stage PS displays various icons 10, 20, 30, and 40 along with the virtual pad VP and the player character P controlled by the user. The portal stage PS is constructed in the game space as a village that serves as the player's base, and functions as a so-called out-game. In addition to facilities such as shops and Petmon training facilities (not shown), NPCs and the like are also located there, and the player can control the player character P to use each facility and converse with the NPCs (Non-Player Characters).
[0046] The virtual pad VP includes a substantially circular operation area V1 displayed on the left side of the touch panel 262, and indicators V2 to V5 displayed on the top, bottom, left, and right sides of the area V1. The operation control unit 284 is capable of detecting the coordinates touched by the user within the operation area V1. The operation control unit 284 calculates the user's operation direction based on the detected coordinates and the origin O. The game control unit 286 controls the movement of the player character P in accordance with the operation direction calculated by the operation control unit 284.
[0047] Icon 10 is an icon for a quest. The game control unit 286 performs control to display a quest screen (not shown) in response to a tap operation on icon 10. The quest screen displays currently playable quests as well as episodes in list form.
[0048] Although quests are not necessarily required to progress through the main story, they allow players to acquire useful equipment and materials, and they can also lead to sub-stories involving the player character P, his / her companion characters, and other NPCs. Note that clearing some quests may be a necessary condition for progressing through the main story (episodes). Quests also function as events in the present invention.
[0049] Episodes are the main story of the game, and progress step by step through chapters, for example, from Chapter 1 to Chapter 10. The game control unit 286 controls the game so that the user taps (selects) a desired quest or episode from a list on a quest screen (not shown), and starts the selected quest in response to a tap (start) of a "quest (episode) start" button (not shown). Note that quests and episodes function as so-called in-game events. Furthermore, episodes function as events in the present invention. Note that in the following description, quests and episodes may be collectively referred to simply as "quests."
[0050] Icon 20 is an icon for search. The game control unit 286 performs control to display a search screen (not shown) in response to a tap operation on icon 20. The search screen displays a search area that is currently playable. The game control unit 286 performs control to start the selected search in response to a tap operation (selection operation) on the search area and a tap operation (start operation) on a "search start" button (not shown).
[0051] In exploration, players can freely wander around areas (regions on the virtual field) prepared for quests and episodes, and collect materials and experience points. It is also possible to provide areas that can only be played in exploration (for example, shrines and temples) and enemy monsters that only appear in exploration (for example, rare monsters and rare bosses), so that material items and reward items can only be obtained by playing exploration. Exploration also functions as an event in this invention. In the following description, quests, episodes, and explorations may be collectively referred to simply as "quests."
[0052] Icon 30 is an icon for training. When icon 30 is tapped, the game control unit 286 controls to display a training screen (not shown). The training screen displays the Petomon currently in your company. In addition, by selecting training or breeding from the training screen, you can train your Petomon to strengthen its parameters, or breed Petomon with other Petomon to create a new Petomon.
[0053] The icon 40 is an icon for a party. In response to a tap operation on the icon 40, the game control unit 286 performs control to display a party screen 41 as shown in Fig. 5. On the party screen 41, as shown in Fig. 5, a formation button 42, a character strengthening button 43, a training button 44, and a back button 45 are displayed.
[0054] The organization button 42 is a button for organizing a party. The game control unit 286 controls to display a party organization screen (not shown) in response to a tap operation of the organization button 42. In this game, a party of up to three characters can be formed to take on quests and episodes. Each character can also have one of the pet monsters they have befriended as their partner. On the party organization screen, the characters and pet monsters to be included in the party can be organized. Furthermore, characters in this game can equip themselves with equipment such as weapons and accessories to improve their attack and defense power and obtain various additional effects. On the party organization screen, the weapons, accessories, etc. of each character can also be changed.
[0055] The character strengthening button 43 is a button for strengthening the player character P and fellow characters. The game control unit 286 performs control to display a character strengthening screen (not shown) in response to a tap operation on the character strengthening button 43. On the character strengthening screen, any character can be strengthened by consuming experience points earned by clearing quests and episodes or defeating enemy monsters.
[0056] The refinement button 44 is a button for synthesizing equipment such as weapons and accessories. In this embodiment, the game control unit 286 can execute a process (generation control) of synthesizing objects possessed by the player to generate a new object (third object). In this embodiment, this process is referred to as "refining." Objects used in refinement include objects called material objects. Material objects are objects (second objects) possessed by the player that can be used for refinement, and include items obtained during quest play, reward items (first objects) obtained upon clearing a quest, and equipment items such as weapons and accessories purchased by the player from a shop provided in the virtual field. Note that, hereinafter, "reward items" may also be simply referred to as "rewards," and "equipment items" may also be simply referred to as "equipment." In response to a tap operation on the refinement button 44, the game control unit 286 controls to display a refinement screen 50 as shown in FIG. 6. The refinement screen 50 is a screen for refining weapons, but the screen for refining accessories is designed in a similar manner, so the refinement screen 50 will be used for explanation.
[0057] On the forging screen 50, a category screen corresponding to a weapon category can be selected. As shown in FIG. 6, four category screens are available: a sword category screen 52, an axe category screen 54, a spear category screen 56, and a staff category screen 58. Since each category screen has a common format, the sword category screen 52 shown in FIG. 6 will be used for explanation.
[0058] The sword category screen 52 includes a visual display section 60 , a material display section 66 , a recipe display section 72 , a currency display section 81 , a name display section 82 , and a start crafting button 83 .
[0059] As shown in Fig. 7A, the visual display section 60 displays a weapon object 62 and a star object 64. The weapon object 62 displays a visual image of the weapon after it has been refined. The star object 64 indicates the rarity of the weapon, and the more stars there are, the more difficult it is to obtain it.
[0060] As shown in FIG. 7B , the material display section 66 has five frames: frame 67, frame 68, frame 69, frame 70, and frame 71. Each frame displays one type of material object (hereinafter referred to as a material item) required for refinement. For example, in frame 67, an image of material A is displayed in image display section 67a, the currently possessed quantity is displayed in possession quantity display section 67b, and the required quantity of material A required for refinement is displayed in required quantity display section 67c. The same applies to frame sections 68, 69, and 70, and therefore their explanations are omitted. Furthermore, when there is no corresponding material object data, as in frame 71, only the outer edge is displayed as a blank (indicated by a dotted line in FIG. 7B). Depending on the difficulty of obtaining the material item, a rarity level may be displayed. For example, two star objects 64 are displayed side by side in image display section 67a, indicating that material A has a rarity level of 2.
[0061] Material items may be obtained from defeated enemy monsters, treasure chests placed in the virtual field, through gathering or excavation depending on the area of the virtual field, from NPCs, or through events that occur when certain conditions are met. However, the present invention is not limited to these. For example, material items may be obtained as rewards for completing quests, etc. In this case, material items that can only be obtained by completing quests, etc. (so-called rare materials, which are relatively rare), may also be obtained. Furthermore, "recipes" required for crafting equipment or "cain," the in-game currency, may be obtained. These material items may also be obtained outside of the in-game environment. For example, they may be awarded by meeting certain conditions in the so-called offline game, or may be awarded as prizes in gacha games, login bonuses, campaigns, or other events.
[0062] As shown in FIG. 7C , the recipe display section 72 includes a recipe number display section 73 and a recipe display area 74. The recipe number display section 73 displays the number of recipes currently owned. The recipe display area 74 displays recipe data showing the contents of the recipe. In FIG. 7C , four recipe data 75, 76, 77, and 78 for recipes A to D are displayed. The contents of the recipe include the name and attributes of the sword that can be forged using the recipe. A forging possibility indicator 79 may be displayed above the recipe data, indicating whether forging is possible. The forging possibility indicator 79 indicates that forging is possible for the displayed recipe data. In FIG. 7C , the forging possibility indicator 79 is displayed above the three recipe data 75, 76, and 77 for recipes A to C, indicating that forging based on these recipe data 75, 76, and 77 is possible. On the other hand, the forging possibility indicator 79 is not displayed above the recipe data 78 for recipe D, indicating that some materials or conditions are not met, indicating that forging based on the recipe data 78 is impossible.
[0063] The "refining possible / invisible" indicator 79 may be displayed when refining is impossible, rather than when refining is possible. In this case, it is preferable to display a message such as "Refining not possible!!" Alternatively, the indicator may be displayed whether refining is possible or impossible. Furthermore, recipe data may display a rarity level. For example, recipe C displays three star objects 64 in a row, indicating that the weapon to be refined using recipe C has a rarity level of 3. In this embodiment, the higher the rarity number, the higher the weapon's attack power or the effect it bestows on the player character when equipped. However, rarity may also be determined based on factors other than the weapon's capabilities, such as its cute appearance or its rarity, such as its availability only during a campaign. Furthermore, a cursor 80 indicating the currently selected recipe data is displayed in the recipe display area 74.
[0064] As shown in FIG. 6, the currency display section 81 displays the currency (cain) currently held by the player and the currency (cain) required for refinement side by side.
[0065] As shown in FIG. 6, the name display section 82 displays the recipe data selected by the cursor 80 and the name of the weapon to be forged using this recipe data.
[0066] The training start button 83 is displayed at the bottom right of the sword category screen 52, as shown in FIG.
[0067] The refinement system in this embodiment will be described below mainly with reference to Figures 8 to 10. Here, the refinement system will be described using an example of refining a weapon "sword."
[0068] In this embodiment, refining requires material items including a base sword, a recipe corresponding to the base sword, and Cain. For example, in FIG. 6, material A corresponds to the base sword, materials B to D are material items, and recipe C is the recipe corresponding to the base sword. Note that some of these may not be required, or other special conditions may be required.
[0069] Here, when the game control unit 286 detects that the player taps the refinement start button 83 when the possessed number of each material displayed in the frames 67-70 exceeds the required number for that material, the game control unit 286 instructs the screen control unit 288 to display a confirmation window 84. As shown in FIG. 8, the confirmation window 84 functions as a screen for confirming with the player whether or not to refine. The player can tap either an affirmative area 85 displaying "I'll do it!" or a negative area 86 displaying "I won't." When the player taps the affirmative area 85, a start dialogue 87 displaying "Start refinement!!" is displayed as shown in FIG. 9A, along with a refinement cauldron object 88 resembling a cauldron. After that, a predetermined animation in which the refinement cauldron object 88 rattles and shakes is displayed, and then, as shown in FIG. 9B, the weapon object 62 and the refinement object name 90 displaying "Triple Sword" are displayed along with a success dialogue 89 displaying "Refinement successful!!."
[0070] On the other hand, if the number of materials possessed displayed in frames 67 to 70 is less than the required number for each material, the refinement start button 83 as shown in Fig. 6 will not be displayed, and an alternative button 91 will be displayed. Specifically, as shown in Fig. 10, an alternative button 91 displaying "GO TO QUEST TO OBTAIN MISSING MATERIALS!" will be displayed.
[0071] 10 shows a state in which recipe C has been selected as the recipe, and a forging screen 50 is displayed in which materials A to D are displayed as material items required to forge the "Triple Sword" related to recipe C. Furthermore, the number of material C possessed is "9," while the number required is "13."
[0072] In this case, in the game according to this embodiment, the player can select a quest or the like that will provide the missing material item as a reward. For example, if the player wants to collect material C displayed in the frame 69, the player taps the image display portion 69a (see FIG. 7B ) of the frame 69. This displays the "Material Acquisition" screen shown in FIG. 11 , which displays a list of quests that provide the material C "Great Fluffy Wet Scales" as a reward. The player can then tap the quest start button 96 displayed for a desired quest or the like to start the corresponding quest or the like. This configuration has the advantage of improving user convenience by eliminating the need to search the Internet or the like for quests that provide material C. However, it can be inconvenient for players who are unfamiliar with quests and the like because they do not know which one to select. Furthermore, it can be a hassle for players who need a large number of material items to select a quest or the like each time. Therefore, the game according to this embodiment employs a function that eliminates these disadvantages.
[0073] Returning to FIG. 10 , when recipe C is selected, the game control unit 286 executes a determination control to determine whether any material items are missing from the selected recipe data. If any material items are missing as a result of the determination control, the game control unit 286 instructs the screen control unit 288 to display an alternative button 91 in place of the refinement start button 83. In addition, the game control unit 286 executes a determination control to determine, depending on the player's situation, a quest for obtaining the missing material items as a reward. For example, as shown in FIG. 11 , two exploration quests 92 and 94 and two episodes 93 and 95 are determined as quests for obtaining material C "Great Fluffy Wet Scales" as a reward, and these quests can be played depending on the player's progress in the game (progression in the episodes). In addition, "player status" can refer to the degree of progress in the game, as well as the player or party's level and proficiency, strong attributes, weak attributes (weaknesses), acquired skills, the characteristics and compatibility of equipment such as weapons and accessories, the presence or absence and quantity of items held, Petmon's level and proficiency, strong attributes, weak attributes (weaknesses), acquired skills, total experience points and total play time, number of quests cleared, number of quests failed, amount of money spent, etc., as long as it corresponds to values or data that function as parameters related to the player.
[0074] Then, when the alternative button 91 is tapped, the game control unit 286 determines which quest, etc. to start from among the search quests 92, 94 and episodes 93, 95 identified in the specific control in accordance with predetermined conditions, and starts the determined quest, etc. With this configuration, the player does not need to select a quest, etc. each time, and the process leading up to the start of a quest, etc. can be shortened, improving convenience for the player and preventing a decline in interest.
[0075] The predetermined conditions may be determined randomly, for example, by simple lottery, or, if multiple material items are lacking, priority may be given to quests that offer a greater number or variety of material items. The conditions may also be based on factors similar to the "player's situation" described above, and these factors may be taken into consideration, such as the player's organized party, equipment, attributes, etc., to prioritize quests that are easier to complete. Quests may also be determined in ascending or descending order of difficulty. Furthermore, if the amount of reward for the determined quest, etc. is fixed, the most efficient quest, etc. for making up for the shortage of material items may be determined. Also, the next quest, etc. to be started may be determined based on the results of the previously executed quest, etc. (for example, the acquisition status of the desired material item, etc.).
[0076] Next, the processing flow in this embodiment will be described with reference to Fig. 12. Here, the processing related to the training system described above will be mainly described, and a description of other processing will be omitted.
[0077] First, when the game control unit 286 moves to the refinement screen, it compares the material items related to the selected recipe with the material items possessed by the player, and determines whether or not there are any missing material items (step S1).
[0078] If there are any missing materials (Y in step S1), it is determined whether there is a quest for which the missing materials are the reward (step S2).
[0079] If there is no missing material (N in step S1), the process ends.
[0080] If it is determined that there is a quest for which the missing material is the reward (Y in step S2), the quest etc. is identified (step S3).
[0081] If it is determined that there is no quest for which the missing material is the reward (N in step S2), the process ends.
[0082] (Variation) A modification of this embodiment will now be described. In the above embodiment, when the game control unit 286 determines that there are missing material items in its judgment control, it displays the alternative button 91 instead of the training start button 83, but this is not limited to this.
[0083] For example, as shown in FIG. 13 , even if the player does not have enough material items, the start training button 83 may remain displayed, but the function of tapping the start training button 83 may change depending on whether or not there are missing material items. Specifically, if it is determined that there are no missing material items, training begins without any action. However, if there are missing material items, a quest or other similar action may be initiated that may provide the missing material items as a reward. In this case, since a player may be surprised if a quest or other similar action suddenly begins after tapping the start training button 83 intending to start training, it is preferable to display a speech bubble 97 as shown in FIG. 14A to warn the player, which is user-friendly. Alternatively, instead of a simple warning, a selection window 98 as shown in FIG. 14B may be displayed, allowing the player to select whether or not to start a quest or other similar action. The selection window 98 may also display, for example, the minimum number of quests required, the points consumed each time a quest is started, and so on. This is useful as a guide for players when there are two or more quests that may provide the missing material items as a reward, or when there are many missing materials and multiple quests must be completed.
[0084] Alternatively, the game may be configured to allow the player to select multiple material items that the player wishes to collect, and then specify and start a quest that will provide all of those material items as rewards. In this case, multiple quests may be started. Quests may be repeated consecutively until all of the specified material items are acquired. When multiple quests are performed or consecutively, the game may be configured to ask the player whether or not they actually want to start the quest before starting the quest, allowing the player to choose whether or not to start the quest. Furthermore, when multiple material items are selected and no matching quests exist, the game may be configured to display a message to that effect. In such a case, the game may suggest alternatives that best satisfy the player's wishes.
[0085] Furthermore, in the above embodiment, a quest that provides a material item that the player wants to collect as a reward has been described as an example, but the target is not limited to material items. For example, a quest that provides an item necessary for progressing through an episode (story) may be specified and started. That is, any quest that allows the player to select a desired item based on the player's situation may be selected. For example, if there are multiple quests that provide an item necessary for progressing through the game, a quest that matches the player's situation (e.g., the player's level is appropriate for the difficulty of the quest, the player's attributes, skills, and equipment are advantageous for clearing the quest, and other factors related to the "player's situation" described above) may be selected from these multiple quests based on the tap operation of a predetermined start button, and the specified quest may be started. This configuration allows even players who are unfamiliar with games to progress smoothly through the game and prevents a decline in their motivation to play the game.
[0086] Each process in the above embodiment and modified example may be executed by at least one of the server 100 and the user terminal, and the execution timing and device are not particularly limited. Furthermore, the functions of the server 100 may be all included in one server 100, or may be distributed among multiple servers 100.
[0087] In the above embodiment and modified example, a smartphone is used as the user terminal 200, and a game can be executed using a dedicated application installed on the user terminal 200, but the type of user terminal 200 and the tool for executing the game are not limited to this. For example, a personal computer may be used as the user terminal 200, and the game may be executed using a general web browser.
[0088] In the above embodiment and modified example, various information input and selection processes can be performed by tapping or other operations on the touch panel 262 of the smartphone, but the operation modes for performing these processes are not limited to those described above. For example, if a personal computer is used as the user terminal 200, the above processes may be performed by clicking, dragging, dropping, or other operations using a mouse.
[0089] The programs for executing the processes in the above-described embodiments and modified examples may be stored in a computer-readable storage medium and provided as a storage medium. Furthermore, the above-described embodiments, other embodiments, and modified examples may be implemented not as a client-server information processing system S, but as an information processing device that stores the above-described programs and is capable of independently executing the same processes as the information processing system S, or as an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]
[0090] S Information Processing System 50 Refining Screen 91 Alternate Button 100 servers 200 user terminals 286 Game Control Unit
Claims
[Claim 1] a first selection means for selecting an event in response to a selection operation by a user; a first starting means for starting the event selected by the selection operation in response to a start operation by a user; a determination means for determining a first object to be given to the user from among objects associated with the event in response to the user playing the event; a generating means for executing generation control to generate a new third object from material objects, the third object including at least the first object and a second object possessed by a user; a determining means for determining whether or not the material object required for generating the third object is insufficient in an object possessed by the user; causing the computer to function as a second selection means for, when it is determined that the material object is insufficient, selecting an event in which the missing material object can be determined as the first object, without the selection operation, in accordance with a user's situation; a program for displaying, on a predetermined display screen, a first operation image relating to an operation for generating the third object when there is no shortage of the material objects, and for displaying, instead of the first operation image, a second operation image relating to an operation for starting the event selected by the second selection means when there is a shortage of the material objects.
Citation Information
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