Information processing program, information processing method, and information processing system
By allowing players to view or play game content only after satisfying specific conditions and using obscured content images, the system maintains engagement by reducing the impact of spoilers, thus enhancing the gaming experience.
Patent Information
- Application Number
- JP2024233065
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-27
- Publication Date
- 2025-11-12
- Estimated Expiration
- 2044-12-27
AI Technical Summary
In games where players are given spoilers about the story content before viewing it, there is a risk of reducing player interest and enjoyment.
Implementing a system that allows players to view or play selected game content only after satisfying specific conditions, such as performing different operations or progressing through the game, and using images that obscure content until conditions are met, with rewards granted based on gameplay.
This approach helps maintain player engagement by reducing the risk of decreased enjoyment due to spoilers, enhancing the gaming experience through controlled content revelation and rewards.
Smart Images

Figure 0007769090000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Patent Document 1 discloses a game in which new stories that can be viewed by the player are unlocked depending on the playing situation. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-152820 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game disclosed in the above-mentioned Patent Document 1, for example, if a player is given so-called spoilers about the content of the story before viewing the story, the player may lose interest in the game.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can reduce the risk of the enjoyment of a game decreasing. [Means for solving the problem]
[0006] In order to solve the above problem, an information processing program a process of viewing content selected by a player from among content including the specific content; Games including specific games related to the content of the specific content a process of displaying a selection screen for receiving a selection, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; A process of granting a reward determined according to the type of game played to a player ID of the player; The computer executes the following. The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: After at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: The operation is different from the operation for viewing the specific content. Optional operation by the player Including input fruit, The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation unit for receiving the optional operation; After at least a part of the content of the specific game selected by the player becomes viewable, or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is met, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. .
[0007] After a plurality of the contents in a predetermined progression order have been viewed, the specific content can be selected; The specific content may be configured to allow identification of at least a portion of the content of the specific game.
[0008] If the second condition is met, At least a part of the content of the specific game may be viewable, or the specific game selected by the player may be playable, without viewing the specific content.
[0009] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of viewing content selected by a player from among content including the specific content; Games including specific games related to the content of the specific content a process of displaying a selection screen for receiving a selection, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; A process of granting a reward determined according to the type of game played to a player ID of the player; and The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: After at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: The operation is different from the operation for viewing the specific content. Optional operation by the player Including input fruit, The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation unit for receiving the optional operation; After at least a part of the content of the specific game selected by the player becomes viewable, or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is met, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. .
[0010] In order to solve the above problem, the information processing system includes: An information processing system comprising one or more computers, The computer a process of viewing content selected by a player from among content including the specific content; Games including specific games related to the content of the specific content a process of displaying a selection screen for receiving a selection, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; A process of granting a reward determined according to the type of game played to a player ID of the player; and The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: After at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: The operation is different from the operation for viewing the specific content. Optional operation by the player Including input fruit, The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation unit for receiving the optional operation; After at least a part of the content of the specific game selected by the player becomes viewable, or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is met, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. . [Effects of the Invention]
[0011] According to the present invention, it is possible to suppress the risk of the enjoyment of the game decreasing. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a first diagram illustrating an example of a home screen, Fig. 3B is a diagram illustrating an example of an event holding dialogue, and Fig. 3C is a diagram illustrating an example of a PV playback screen. [Figure 4] FIG. 4 is a second diagram illustrating an example of the home screen. [Figure 5] Fig. 5A is a diagram illustrating an example of an ally character confirmation screen, Fig. 5B is a diagram illustrating an example of a story screen, and Fig. 5C is a diagram illustrating an example of a quest screen. [Figure 6] Fig. 6A is a diagram illustrating an example of a main quest screen, Fig. 6B is a diagram illustrating an example of a main quest selection screen, and Fig. 6C is a diagram illustrating an example of a party selection screen. [Figure 7] Fig. 7A is a diagram illustrating an example of a battle game screen, and Fig. 7B is a diagram illustrating an example of a result screen. [Figure 8] FIG. 8 is a diagram illustrating an example of the event top screen. [Figure 9] FIG. 9 is a first diagram illustrating an example of the event quest boss screen. [Figure 10] Fig. 10A is a second diagram illustrating an example of the event quest boss screen, and Fig. 10B is a diagram illustrating an example of boss release information. [Figure 11] FIG. 11 is a diagram illustrating an example of the boss battle release confirmation dialog. [Figure 12] FIG. 12 is a third diagram illustrating an example of the event quest boss screen. [Figure 13] FIG. 13 is a diagram illustrating an example of the boss details screen. [Figure 14] FIG. 14 is a diagram illustrating an example of story management information. [Figure 15] FIG. 15 is a first diagram illustrating an example of the event story screen. [Figure 16] Fig. 16A is a diagram illustrating an example of a data download confirmation dialog, and Fig. 16B is a diagram illustrating an example of an event story playback screen. [Figure 17] FIG. 17 is a second diagram illustrating an example of the event story screen. [Figure 18]FIG. 18 is a diagram illustrating the configuration of a storage device in a player terminal and its functions as a computer. [Figure 19] FIG. 19 is a diagram illustrating the configuration of a storage device in a server and its functions as a computer. [Figure 20] FIG. 20 is a flowchart illustrating an example of a login process in a player terminal. [Figure 21] FIG. 21 is a flowchart illustrating an example of a story screen management process in a player terminal. [Figure 22] FIG. 22 is a flowchart illustrating an example of a story playback screen management process in a player terminal. [Figure 23] FIG. 23 is a flowchart illustrating an example of the player information management process in the server. [Figure 24] FIG. 24 is a diagram illustrating an example of an event story screen according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0013] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Dimensions, materials, and other specific values shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0014] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes player terminals 1 that function as clients, i.e., game terminals, a server 1000, and a communication network N that has a communication base station Na.
[0015] In the information processing system S of this embodiment, the player terminal 1 and the server 1000 function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 1000.
[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 1000. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0017] The server 1000 is connected for communication with a plurality of player terminals 1. The server 1000 accumulates various types of information for each player playing the game. Based on operations input from the player terminals 1, the server 1000 also performs processes such as updating the accumulated information and downloading images and various types of information to the player terminals 1.
[0018] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 1000.
[0019] (Hardware Configuration of Player Terminal 1 and Server 1000) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 1000. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0020] As shown in FIG. 2B, the server 1000 includes a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0021] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, storage unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 1000 will be omitted.
[0022] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0024] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 1000 via the communication network N. In the player terminal 1, the programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0028] (Game Contents) Next, the content of a game provided by the information processing system S (game device G) of this embodiment will be described using an example. In this embodiment, a so-called battle game is provided in which ally characters battle enemy characters. In the game of this embodiment, multiple ally characters are provided to the player by the game operator. For example, the player can own multiple ally characters obtained by lottery, known as gacha, or distributed by the operator.
[0029] A player can select multiple (five in this example) of the ally characters they own and organize a party. The player can then play a battle game using the organized party. In a battle game, the objective is for the ally characters organized into the party to defeat (clear) enemy characters and earn rewards. The player can play multiple types of battle games with different enemy characters and difficulty levels.
[0030] 3A is a first diagram illustrating an example of a home screen 40. The home screen 40 shown in FIG. 3A is the screen that is first displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in FIG. 3A, a menu bar 41 is displayed at the bottom of the display 26 on the home screen 40.
[0031] The menu bar 41 has a plurality of operation units that can be operated (tapped) by the player. The menu bar 41 has a home screen selection operation unit 41a labeled "HOME," an ally character confirmation screen selection operation unit 41b labeled "CHARACTER," a story screen selection operation unit 41c labeled "STORY," a quest screen selection operation unit 41d labeled "QUEST," a gacha screen selection operation unit 41e labeled "GACHA," and a menu screen selection operation unit 41f labeled "MENU." In the menu bar 41, the operation units corresponding to each screen are highlighted so that the screen currently being displayed on the display 26 can be identified.
[0032] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in FIG. 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, an ally character confirmation screen 50 (FIG. 5A), which will be described later, is displayed on the display 26. When the story screen selection operation unit 41c is tapped, a story screen 60 (FIG. 5B), which will be described later, is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, a quest screen 70 (FIG. 5C), which will be described later, is displayed on the display 26.
[0033] Furthermore, when the gacha screen selection operation unit 41e is tapped, a gacha screen (not shown) is displayed on the display 26. Furthermore, when the menu screen selection operation unit 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed explanation will be omitted, the gacha screen allows a gacha lottery to be held, in which an ally character can be acquired by lottery. Furthermore, the menu screen allows game settings and various information to be confirmed.
[0034] As shown in FIG. 3A, a header display area 42 is provided at the top of the home screen 40. The header display area 42 displays player information associated with a player ID. For example, the header display area 42 displays level information 42a indicating the player level and a stamina display bar 42b indicating the player's stamina. Also, as shown in FIG. 3A, the player's stamina is displayed numerically below the stamina display bar 42b.
[0035] The player information includes a player ID, ally character identification information (hereinafter referred to as ally character ID) for identifying ally characters owned by the player, level information 42a, stamina information displayed on stamina display bar 42b, story management information (FIG. 14) described below, boss release information (FIG. 10B) described below, battle game completion information, and in-game currency information indicating the amount of in-game currency owned by the player.
[0036] Stamina is a parameter necessary for a player to play a battle game. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required for play, a maximum number of times that the game can be played per day, etc. When playing a battle game in which a stamina consumption value required for play is set, the player consumes stamina to play the battle game. Therefore, if the player does not have enough stamina, the player cannot play the battle game.
[0037] Although a detailed explanation will be omitted, when a player wins a battle game, the player can acquire a predetermined value as player experience points. Then, each time the player experience points reach a certain value, the player level increases. A stamina upper limit is set for the player level. As the player level increases, the stamina upper limit increases. Stamina recovers by a predetermined value (e.g., 1 point) every fixed time (e.g., 5 minutes) within the upper limit. The stamina display bar 42b displays the current remaining stamina amount relative to the upper limit so that it can be visually grasped. Furthermore, the stamina value displayed at the bottom of the stamina display bar 42b, "260 / 277" in the example of FIG. 3A, displays the stamina upper limit "277" in the denominator and the player's current stamina "260" in the numerator.
[0038] Furthermore, in the game of this embodiment, an "event" may be held that allows the player to play for a preset period (for example, one week). As shown in FIG. 3A, an event preview display 43 is displayed on the home screen 40 to notify the player of the upcoming "event" during a period prior to the "event" period. The event preview display 43 displays various information related to the "event" that is scheduled to be held. For example, as shown in FIG. 3A, the event preview display 43 displays the title of the "event" that is scheduled to be held ("Event A" in the example shown in FIG. 3A). Note that once the "event" starts, the event preview display 43 is hidden.
[0039] Furthermore, when the event notice display 43 is tapped, an event holding dialog 44 is displayed on the display 26. FIG. 3B is a diagram illustrating an example of the event holding dialog 44. As shown in FIG. 3B, the event holding dialog 44 displays various information related to the "event" that is scheduled to be held. For example, as shown in FIG. 3B, the event holding dialog 44 displays the title of the "event" that is scheduled to be held ("Event A" in the example shown in FIG. 3A) and the date on which the "event" will start.
[0040] 3B, the event holding dialog 44 displays, as operation units that can be operated by the player, a PV operation unit 45, a notice operation unit 46, and a close operation unit 47. Depending on the type of "event" scheduled to be held, either or both of the PV operation unit 45 and the notice operation unit 46 may be hidden.
[0041] When the PV operation section 45 of the event holding dialog 44 is tapped, a PV playback screen 48 is displayed on the display 26 for a predetermined playback period. FIG. 3C is a diagram illustrating an example of the PV playback screen 48. As shown in FIG. 3C, the PV playback screen 48 displays a PV video intended to advertise an upcoming "event." When the playback period ends, the display of the PV playback screen 48 ends, and the event holding dialog 44 is displayed on the display 26.
[0042] Furthermore, when the preview operation section 46 of the event holding dialog 44 is tapped, a preview playback screen (not shown) is displayed on the display 26 for a predetermined playback period. On the preview playback screen, a preview video intended to advertise the upcoming "event" is displayed. When the playback period ends, the display of the preview playback screen ends, and the event holding dialog 44 is displayed on the display 26.
[0043] Note that both the promotional video played on the promotional video playback screen 48 and the preview video played on the preview playback screen display images and videos intended to advertise the upcoming "event," but it is sufficient that at least some of the displayed images and videos are different. Furthermore, the playback periods of the promotional video playback screen 48 and the preview playback screen may be different. For example, the playback period of the promotional video playback screen 48 may be longer or shorter than the playback period of the preview playback screen.
[0044] Furthermore, when the close operation section 47 of the event holding dialogue 44 is operated, the event holding dialogue 44 is hidden.
[0045] As described above, the event preview display 43 in FIG. 3A is displayed during a period before the "event" starts, and when the "event" starts, the event preview display 43 is hidden. FIG. 4 is a second diagram illustrating an example of the home screen 40. When the "event" starts, an event in progress display 49 is displayed as shown in FIG. 4, in place of the event preview display 43. The event in progress display 49 displays various information related to the "event" currently being held. For example, as shown in FIG. 4, the event in progress display 49 displays the title of the "event" currently being held. Note that when the "event" ends, the event in progress display 49 is hidden. Furthermore, when the event in progress display 49 is tapped, an event top screen 90 (FIG. 8), which will be described later, is displayed on the display 26.
[0046] Fig. 5A is a diagram illustrating an example of an ally character confirmation screen 50. When the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, the ally character confirmation screen 50 is displayed on the display 26, as shown in Fig. 5A. On the ally character confirmation screen 50, images of all ally characters corresponding to the ally character IDs associated with the player ID are displayed.
[0047] That is, all of the ally characters owned by the player are displayed on the ally character confirmation screen 50. A different ally character ID is assigned to each ally character. When a player acquires a new ally character, for example, through a gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of the player.
[0048] The ally character ID is stored in association with information about experience points and information about levels. Experience points increase when a character wins a battle game, which will be described later, or when a predetermined item is used. A level is set corresponding to the experience points, and increases each time the experience points reach a predetermined value. Each ally character has a level upper limit set, and the level can only increase up to the upper limit.
[0049] Furthermore, base values for combat power, such as life points, attack power, and defense power, are set for each ally character based on their level. The higher the combat power of an ally character, the more advantageously the player can progress through the battle game. Furthermore, the base values set for each ally character increase as the level increases.
[0050] Furthermore, allied characters can be equipped (set) with weapons and armor. Each piece of equipment has an additional value set for attack power, defense power, etc. When equipment is equipped, the additional value of each piece of equipment is added to the above base value, thereby increasing the combat power of the allied character. Information about these weapons and armor is also associated with the allied character ID and is configured as part of the player information.
[0051] Fig. 5B is a diagram illustrating an example of a story screen 60. When the story screen selection operation unit 41c of the menu bar 41 is tapped, the story screen 60 is displayed on the display 26, as shown in Fig. 5B. The story screen 60 displays the menu bar 41, the header display area 42, a main story selection operation unit 61, a character story selection operation unit 62, and an extra story selection operation unit 63.
[0052] When the main story selection operation unit 61 on the story screen 60 is tapped, a main story screen (not shown) is displayed on the display 26. The main story screen displays multiple main stories that are unlocked according to the progress of the "main quest" described below. When a new main story is unlocked as the player progresses through the main quest described below, the player can view the unlocked main story on the main story screen (not shown).
[0053] Furthermore, when the character story selection operation section 62 in the story screen 60 is operated (tapped), a character story (not shown) that is unlocked depending on the intimacy level with the ally character is displayed on the display 26.
[0054] The intimacy level with an ally character increases when the player wins a battle game (described later) or when a predetermined item is used. Each time the intimacy level reaches a predetermined value, the intimacy rank increases. An upper limit for the intimacy rank is set for each ally character, and the rank increases only up to the upper limit. When the intimacy level of an ally character increases to the upper limit, all character stories for that ally character are unlocked. When a new character story is unlocked, the player can view the unlocked character story on a character story screen (not shown).
[0055] Furthermore, when the extra story selection operation unit 63 on the story screen 60 is operated (tapped), an extra story screen (not shown) is displayed on the display 26. The extra story screen displays, for example, multiple event stories that are unlocked according to the progress of the "event." When a new event story is unlocked as the player progresses through the "event," the player can view the unlocked event story from the extra story screen (not shown). The event story can also be viewed from an event story screen 200 (FIG. 15) described below.
[0056] 5C is a diagram illustrating an example of a quest screen 70. When the quest screen selection operation unit 41d of the menu bar 41 is tapped, the quest screen 70 is displayed on the display 26, as shown in FIG. 5C. The quest screen 70 displays the menu bar 41, the header display area 42, and a plurality of game type selection operation units 71 listing the types of battle games that are available. Here, five types of battle games are available, and five game type selection operation units 71 are displayed.
[0057] The game type selection operation unit 71 includes a main quest selection operation unit 71a marked "Main Quest," a guild battle selection operation unit 71b marked "Guild Battle," a 1V1 battle selection operation unit 71c marked "1V1 Battle," a 3V3 battle selection operation unit 71d marked "3V3 Battle," and an event quest selection operation unit 71e marked "Event."
[0058] When the main quest selection operation unit 71a is tapped, a main quest screen 72 (FIG. 6A), which will be described later, is displayed on the display 26. When the guild battle selection operation unit 71b is tapped, a guild battle screen (not shown) is displayed on the display 26. Similarly, when the 1V1 battle selection operation unit 71c is tapped, a 1V1 battle screen (not shown) is displayed on the display 26. When the 3V3 battle selection operation unit 71d is tapped, a 3V3 battle screen (not shown) is displayed on the display 26. When the event quest selection operation unit 71e is tapped, an event top screen 90 (FIG. 8), which will be described later, is displayed on the display 26.
[0059] The event quest selection operation unit 71e is displayed on the display 26 while the "event" is being held. When the "event" ends, the event quest selection operation unit 71e is hidden. In other words, outside the "event" period, the event quest selection operation unit 71e is hidden, and four game type selection operation units 71 are displayed as the game type selection operation unit 71: the main quest selection operation unit 71a, the guild battle selection operation unit 71b, the 1V1 battle selection operation unit 71c, and the 3V3 battle selection operation unit 71d.
[0060] Note that some types of battle games have release conditions set. Examples of the release conditions include a player level being equal to or higher than a predetermined value, or clearing other predetermined battle games. Furthermore, each battle game type includes multiple battle games (hierarchical levels or loops). Release conditions are set for each of these battle games. When the release conditions are met, the game release information included in the player information is updated.
[0061] In the player terminal 1, it is determined whether or not a battle game has been released based on the game release information, and only the game type selection operation unit 71 of a battle game that satisfies the release condition will accept the player's operation (tap). Therefore, the player can only play battle games that satisfy the release condition.
[0062] When the main quest selection operation unit 71a on the quest screen 70 is tapped, a main quest screen 72 is displayed on the display 26. Fig. 6A is a diagram illustrating an example of the main quest screen 72. Fig. 6B is a diagram illustrating an example of a main quest selection screen 74.
[0063] As shown in FIG. 6A, a main quest screen 72 displays a menu bar 41, a header display area 42, and a main quest operation section 73 for selecting a plurality of battle games (levels) belonging to the main quest.
[0064] In the main quest, each area has multiple levels. For example, the first area has 15 levels of battle games, from "1-1" to "1-15." The second area has 15 levels of battle games, from "2-1" to "2-15." For example, there are several dozen areas with multiple levels like this.
[0065] The main quest operation unit 73 also displays information on whether each battle game has been completed. The information on whether the game has been completed is indicated by, for example, three stars. When a battle game belonging to a main quest is completed, stars are earned according to the number of ally characters whose life points are 0 at the time of completion. For example, if there are no ally characters whose life points are 0, three stars are earned; if there is one ally character whose life points are 0, two stars are earned; and if there are two or more ally characters whose life points are 0, one star is earned.
[0066] In the example of Figure 6A, three stars are earned in the battle game "1-1," two stars are earned in the battle game "1-2," and one star is earned in the battle game "1-3." In addition, no stars are earned in the battle game "1-4," and it is announced that this battle game has not been cleared.
[0067] In the main quest, the unlocking condition is set to be clearing the previous battle game. For example, in the example of Figure 6A, the "1-4" battle game is unlocked because the "1-3" battle game has been cleared, but the battle games after that ("1-5" and after, not shown) are not unlocked.
[0068] Furthermore, when the battle game on the last hierarchical level belonging to a predetermined area is cleared, the next area is unlocked. Specifically, for example, when the battle game "1-15," which is the battle game on the last hierarchical level belonging to the first area, is cleared, the second area is unlocked. Once the second area is unlocked, the player can select "2-1," which is the first battle game belonging to the second area. Similarly, once the battle game "2-15," which is the battle game on the last hierarchical level belonging to the second area, is cleared, the third area is unlocked. Once the third area is unlocked, the player can select "3-1," which is the first battle game belonging to the third area.
[0069] In this way, the player can unlock areas one by one by clearing the selectable battle games one by one. However, when the last battle game (e.g., "60-15") in the last area (e.g., the 60th area) implemented in the game is cleared, the next area (e.g., the 61st area) is not unlocked immediately. In this case, the next area (e.g., the 61st area) is unlocked at the timing when the next area (e.g., the 61st area) is implemented. For example, a predetermined number (e.g., one or more) of new areas may be implemented (added) every predetermined period (e.g., one month).
[0070] On the main quest screen 72, when the main quest operation unit 73 for the battle game "1-4," for example, is operated (tapped), a main quest selection screen 74 shown in Fig. 6B is displayed on the display 26. On the main quest selection screen 74, enemy characters that appear in that battle game and items (rewards) that can be acquired in that battle game are displayed.
[0071] Furthermore, the stamina consumed when stamina is consumed to challenge a battle game is displayed on the main quest selection screen 74. Specifically, as shown in FIG. 6B, the event quest selection screen 174 displays that when the battle game "1-4" is played, stamina will be consumed from the current stamina of 260 to 252.
[0072] The main quest selection screen 74 also displays a challenge operation section 75 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 76 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.
[0073] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in FIG. 6A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0074] Furthermore, when the challenge operation unit 75 is operated (tapped), a party selection screen 77 is displayed on the display 26. FIG. 6C is a diagram illustrating an example of the party selection screen 77. All of the ally characters owned by the player are displayed on the party selection screen 77. Also, below the party selection screen 77, a selected ally character display area 78 is displayed, which displays the selected ally character.
[0075] When the player operates (tap) a displayed ally character on the party selection screen 77, the operated (tapped) ally character is displayed in the selected ally character display area 78. That is, here, an ally character ID to be used in the battle game (to determine a party) is selected from among multiple ally character IDs associated with the player ID. A party is organized by the player selecting multiple ally characters.
[0076] In this embodiment, a player can borrow a support character from another player who has completed friend registration in the battle game. A player can also borrow a support character from another player (non-friend) who has not completed friend registration in the battle game.
[0077] A support operation section 77a labeled "Support" is displayed in the upper right corner of the party selection screen 77. When the support operation section 77a is tapped, the support characters of other players whose friend registration has been completed, and the support characters of other players (non-friends) selected randomly, are displayed in a list on the party selection screen 77.
[0078] In this embodiment, an upper limit on the number of support characters that can be organized into a party is set for each type of battle game. In this embodiment, in battle games that belong to main quests, the upper limit is set to 1. In addition, in battle games that belong to boss quests, which will be described later, the upper limit is set to 5. In this embodiment, in battle games that belong to main quests, a predetermined amount of in-game currency must be consumed to organize support characters into a party. On the other hand, in battle games that belong to boss quests, which will be described later, it is possible to organize support characters into a party without consuming in-game currency.
[0079] Also displayed on the party selection screen 77 are a cancel operation section 76 and a battle start operation section 79 labeled "Start Battle."
[0080] Once the party formation is complete, when the battle start operation unit 79 is operated (tapped), the battle game starts and a battle game screen 80 (FIG. 7A) is displayed on the display 26.
[0081] FIG. 7A is a diagram illustrating an example of a battle game screen 80. FIG. 7B is a diagram illustrating an example of a result screen 83. During a battle game, the battle game screen 80 is displayed as shown in FIG. 7A. On the battle game screen 80, ally characters and enemy characters are displayed on the display 26. The ally characters are controlled by a computer and can inflict damage on enemy characters or receive damage from enemy characters. The enemy characters are also controlled by a computer and can inflict damage on ally characters or receive damage from ally characters.
[0082] When damage points are awarded to an enemy character, the damage points are subtracted from the enemy character's life points. Similarly, when damage points are awarded to an ally character, the damage points are subtracted from the ally character's life points. When the life points of all enemy characters reach 0, the player wins (clears), and when the life points of all ally characters reach 0 (defeats), the player loses.
[0083] Here, as shown in FIG. 7A, an ally character display area 81 is provided at the bottom of the battle game screen 80. The ally character display area 81 displays life points 81a and a special move gauge 81b for each ally character. The special move gauge 81b increases when the ally character receives damage from an enemy character or inflicts damage on the enemy character. When the special move gauge 81b reaches a predetermined maximum value, the ally character can use a special move. A special move inflicts more damage points on the enemy character than a normal attack, recovers the life points of the ally character, or imparts a special effect to the enemy character.
[0084] Here, two patterns are provided for using a special move. One is a method in which the player operates (tap) an ally character displayed in the ally character display area 81 when the special move gauge 81b has reached its maximum value. The other is a method in which, when the special move gauge 81b has reached its maximum value in the auto-activation state, the ally character uses the special move under computer control. Note that an auto-selection operation unit 82 is displayed on the battle game screen 80, and the player can switch between the auto-activation state and the manual activation state by operating the auto-selection operation unit 82. When the auto-selection operation unit 82 is operated (tapped) in the manual activation state, the state switches to the auto-activation state in which the special move is automatically used. Also, when the auto-selection operation unit 82 is operated (tapped) in the auto-activation state, the state switches to the manual activation state in which the special move is manually used. Even in the auto-activation state, if the special move gauge 81b has reached its maximum value and the special move has not been used by computer control, the player can use the special move by operating (tapping) an ally character.
[0085] Then, when the battle game ends normally (normal end), as shown in Fig. 7B, a result screen 83 is displayed on the display 26. Fig. 7B shows, as an example, the result screen 83 when an ally character wins.
[0086] At least a portion of the game result information of the battle game is displayed on the result screen 83. Also, on the result screen 83, a close operation section 85 marked "Close" is displayed.
[0087] When the close operation unit 85 is operated (tapped), the display of the battle screen ends, and the main quest screen 72 is displayed on the display.
[0088] Next, we will explain "events." In "events," players can play event quests and boss quests. The basic parts of the battle game in event quests and boss quests are the same as in the main quest, so we will omit redundant explanations and focus instead on the parts that differ from the main quest.
[0089] Fig. 8 is a diagram illustrating an example of an event top screen 90. As shown in Fig. 8, a menu bar 41 is displayed on the event top screen 90. At this time, as shown in Fig. 8, none of the operation sections 41a to 41f of the menu bar 41 are displayed in a state where they are not highlighted.
[0090] 8, an event information display 91 is displayed on the event top screen 90. For example, as shown in FIG. 8, the event information display 91 displays the title of the "event" currently being held ("Event A" in the example shown in FIG. 8) and the duration of the "event." The event top screen 90 may also display a background image related to the content of "Event A." This background image may be switched depending on the progress of the player in "Event A."
[0091] 8, an event quest operation section 92, a subjugation certificate exchange operation section 93, an event mission operation section 94, and a sub-content operation section 95 are displayed on the left side of the event information display 91 on the event top screen 90. The display position, display size, and whether or not each operation section is displayed may be varied depending on the type of "event" being held.
[0092] When the event quest operation unit 92 is tapped, an event quest boss screen 130 is displayed on the display 26. Fig. 9 is a first diagram illustrating an example of the event quest boss screen 130. As shown in Fig. 9, a menu bar 41 and a header display area 42 are displayed on the event quest boss screen 130.
[0093] As shown in FIG. 9, a display switching bar 132 and a display area 133 are provided in the center of the event quest / boss screen 130.
[0094] The display switching bar 132 is provided with a plurality of operation sections that can be operated by the player. Specifically, as shown in Fig. 9, the display switching bar 132 is provided with a quest operation section 132a marked "Quest" and a boss operation section 132b marked "Boss." Note that the display switching bar 132 highlights the currently selected operation section out of the quest operation section 132a and the boss operation section 132b. In the example shown in Fig. 9, the quest operation section 132a is highlighted.
[0095] When the quest operation section 132a is selected, various displays related to the event quest are displayed in the display area 133. Specifically, as shown in Fig. 9, an event quest operation section 136 for selecting multiple battle games (layers) belonging to the event quest is displayed in the display area 133.
[0096] The event quest operation unit 136 also displays information on whether each battle game has been completed, similar to the main quests described above. In this embodiment, each battle game belonging to an event quest has a maximum number of attempts (e.g., up to three attempts) within a predetermined period (e.g., per day). However, an event quest may include one or more battle games with no limit on the number of attempts. The event quest operation unit 136 displays information regarding the number of attempts available. The denominator of "3 / 3" in the example shown in FIG. 9 indicates the maximum number of attempts available within a predetermined period. The numerator of "3 / 3" in the example shown in FIG. 9 indicates the remaining number of attempts available within a predetermined period. Therefore, for example, after attempting Event Quest 1-1 once, the event quest operation unit 136 displays "2 / 3" as information regarding the number of attempts available.
[0097] As with the main quests, the event quests require the player to clear the previous battle game in order to unlock them. For example, in the example in Figure 9, the "1-1" battle game has not been cleared, so the battle games from "1-2" onwards are not yet unlocked.
[0098] For example, when the event quest operation unit 136 for the "1-1" battle game is operated (tapped) on the event quest / boss screen 130, an event quest selection screen (not shown) is displayed on the display 26. Similar to the main quest selection screen 74 (FIG. 6B) described above, the event quest selection screen displays enemy characters that appear in the battle game and items (rewards) that can be acquired in the battle game. In this embodiment, the rewards for each event quest include a "Proof of Defeat."
[0099] As shown in FIG. 9, the number of "subjugation certificates" owned by the player is displayed in the upper left corner of the display area 133. Also, as shown in FIG. 9, a subjugation certificate exchange operation section 134 labeled "Subjugation Certificate Exchange" is displayed in the display area 133. When the subjugation certificate exchange operation section 134 is tapped, a subjugation certificate exchange screen (not shown) is displayed on the display 26. Also, when the subjugation certificate exchange operation section 93 on the event top screen 90 of FIG. 8 is tapped, a subjugation certificate exchange screen (not shown) is displayed on the display 26.
[0100] On the subjugation certificate exchange screen (not shown), the player can enter a lottery known as gacha by spending the player's "subjugation certificates" based on the player's operation. Through this lottery, the player can acquire various items and in-game currency that can be used in the game. In this embodiment, the event quests that can acquire "subjugation certificates" are limited in the number of times they can be completed per day. Therefore, in order to acquire as many "subjugation certificates" as possible during the "event" period, the player needs to complete each event quest up to the limit number of times each day. This can increase the player's motivation to play.
[0101] In addition, in this embodiment, a skip function is provided. The skip function is a function that allows the player to consume skip tickets owned by the player to skip (skip) the execution of the battle game on the battle game screen 80 and treat the battle game as having been cleared. Note that the main quest selection screen 74 and the event quest selection screen (not shown) may be provided with various operation units for specifying whether or not the skip function can be used, the number of skip tickets to be consumed, i.e., the number of times the skip function can be used.
[0102] In this embodiment, the skip function can be used only for battle games for which three stars have been acquired as clear information, and the skip function cannot be used for battle games for which three stars have not been acquired as clear information. However, the skip function may also be used for battle games for which one or two stars have been acquired as clear information.
[0103] Skip tickets are linked to a player's player ID as a reward for playing or clearing various battle games. The method for obtaining skip tickets is not limited to the above example. For example, skip tickets may be obtained as a so-called login reward.
[0104] As shown in FIG. 9 , a skip operation unit 135 labeled “Skip” is displayed in the upper right portion of the display area 133. When the skip operation unit 135 is tapped, a skip setting screen (not shown) is displayed. The skip setting screen (not shown) accepts a player's operation input to select one or more event quests for which the skip function is to be used from among skippable battle games belonging to the event quests. The skip setting screen also accepts a confirm operation to use the skip function. Note that the skip setting screen may allow a player to select a battle game belonging to the main quest as a battle game for which the skip function is to be used. The skip setting screen may also allow a search function to be used, which allows a player to select a desired item and displays a list of battle games in which the selected item can be acquired. The skip function may then be enabled for one or more battle games selected by the player from the list of battle games displayed by the search function. This reduces the effort required for the player to collect items, thereby improving convenience.
[0105] FIG. 10A is a second diagram illustrating an example of the event quest boss screen 130. When the boss operation unit 132b on the event quest boss screen 130 is tapped, various displays related to the boss quest are displayed in the display area 133. Specifically, as shown in FIG. 10A , a boss image display unit 140 and boss quest selection operation units 144a, 144b, and 144c are displayed in the display area 133. In this embodiment, a skip function is available for battle games belonging to boss quests. However, the skip function may be unavailable for battle games belonging to boss quests. In this case, when the boss operation unit 132b on the event quest boss screen 130 is tapped, the skip operation unit 135 may be displayed in an inoperable state (e.g., grayed out) in the display area 133. Alternatively, when the boss operation unit 132b on the event quest boss screen 130 is tapped, the skip operation unit 135 may be hidden in the display area 133.
[0106] In this embodiment, an enemy character that appears in a boss quest also appears in a specific event story. Therefore, if the player becomes aware of the enemy character that appears in the boss quest before viewing the specific event story, the development of the specific event story will be spoiled.
[0107] Therefore, in this embodiment, a boss release condition is set for the boss quest. Fig. 10B is a diagram illustrating an example of boss release information. The player terminal 1 and the server 1000 store the boss release information shown in Fig. 10B in association with a player ID. As shown in Fig. 10B, in the boss release information, various information such as a "first release condition," a "second release condition," and a "boss release flag" is stored in association with an event ID that can identify the type of event.
[0108] The "first release condition" and "second release condition" store information indicating the boss release condition for enabling the boss quest of the event with the corresponding event ID to be executed.
[0109] In this embodiment, the "first release condition" is defined as viewing a specific event story to the end. In the example shown in Figure 10B, the "first release condition" is stored as information indicating the story ID of a specific event story, in this embodiment, the event story "2-2."
[0110] In this embodiment, the "second release condition" is defined as the execution of a forced release operation including the operation of the forced release operation unit 140a, which will be described later.
[0111] The "boss release flag" stores information that can identify whether or not at least one of the "first release condition" and "second release condition" is met for the boss quest of the event with the corresponding event ID. That is, in this embodiment, if at least one of the "first release condition" and "second release condition" is met, "1" is stored as the "boss release flag." If neither the "first release condition" nor the "second release condition" has yet been met, "0" is stored as the "boss release flag." The information stored in the "boss release flag" is updated by the server 1000.
[0112] When "0" is stored in the "boss release flag," that is, when neither the "first release condition" nor the "second release condition" has been met, an image of "???" is displayed in the boss image display unit 140, as shown in Fig. 10A. In this case, it is difficult for the player to identify the enemy character that appears in the boss quest.
[0113] Note that if neither the "first release condition" nor the "second release condition" has been met, the boss image display unit 140 may display an image that makes it difficult for the player to identify the enemy character appearing in the boss quest, and is not limited to the example shown in FIG. 10A . For example, the boss image display unit 140 may display a predetermined image that vaguely represents the enemy character, or a silhouette image that allows the player to guess the enemy character appearing in the boss quest. This can prevent the player from unintentionally being spoiled about the development of a specific event story. This can also prevent the player from unintentionally being spoiled and losing interest in the game.
[0114] In addition, if neither the "first release condition" nor the "second release condition" has yet been met, the boss image display unit 140 may display a background image in a manner that makes it difficult for the player to identify the enemy characters that appear in the boss quest.
[0115] Additionally, sounds such as background music and character voices may be output from the speaker while the event quest boss screen 130 is displayed. If neither the "first release condition" nor the "second release condition" has yet been met, sounds such as background music and character voices may be output from the speaker in a manner that makes it difficult for the player to identify enemy characters that appear in the boss quest while the event quest boss screen 130 is displayed. Alternatively, if neither the "first release condition" nor the "second release condition" has yet been met, sounds such as background music and character voices may not be output from the speaker while the event quest boss screen 130 is displayed.
[0116] Furthermore, if neither the "first release condition" nor the "second release condition" has been met, the boss quest selection operation units 144a, 144b, and 144c are displayed in an inoperable state (hatched in FIG. 10A), as shown in FIG. 10A.
[0117] 10A, a forced release operation section 140a labeled "Force release" is displayed in the boss image display section 140. When the forced release operation section 140a is tapped, a boss battle release confirmation dialog 150 is displayed on the display 26.
[0118] 11 is a diagram illustrating an example of the boss battle release confirmation dialog 150. As shown in FIG. 11, the boss battle release confirmation dialog 150 displays a warning message stating, "The boss battle contains spoilers for the event story. Do you want to challenge the boss battle without reading the story?"
[0119] Also, as shown in FIG. 11, the boss battle release confirmation dialog 150 displays a cancel operation section 152 marked "Cancel," a story operation section 154 marked "Go to story," and a forced release operation section 156 marked "Force release" and which accepts the execution of the forced release operation.
[0120] When the cancel operation unit 152 is tapped, the forced release operation is not executed, the boss battle release confirmation dialog 150 is hidden, and the event quest boss screen 130 shown in FIG. 10A is displayed on the display 26.
[0121] Furthermore, when the story operation section 154 is tapped, the forced release operation is not executed, and an event story screen 200 (FIG. 15) described later is displayed on the display 26.
[0122] Furthermore, when the forced release operation unit 156 is tapped and the execution of the forced release operation is accepted, the boss release condition is met, the boss battle release confirmation dialog 150 is hidden, and the event quest boss screen 130 shown in Fig. 12 is displayed on the display 26. In this case, the boss release information (Fig. 10B) is updated in the server 1000, and "1" is stored as the "boss release flag."
[0123] 12 is a third diagram illustrating an example of an event quest boss screen. When "1" is stored in the "boss release flag," that is, when the boss release condition is met, an image that enables the player to identify the enemy character that appears in the boss quest is displayed in the boss image display unit 140, as shown in FIG. 12. In this way, the player can identify the enemy character that appears in the boss quest in the boss image display unit 140 only when the boss release condition is met by the player inputting a forced release operation, or when the boss release condition is met by the player viewing a specific event story to the end.
[0124] In other words, after at least one of the "first release condition" and the "second release condition" is met, the player will be able to identify the enemy character that appears in the boss quest in the boss image display unit 140. In addition, when the player is able to identify the enemy character that appears in the boss quest in the boss image display unit 140, it can also be said that at least a part of the content of the boss quest becomes viewable.
[0125] This makes it possible to prevent the player from accidentally discovering spoilers about the development of a particular event story, and to prevent situations in which the player is unintentionally spoiled and loses interest in the game.
[0126] Furthermore, when the boss release conditions are met, the boss quest selection operation units 144a, 144b, and 144c are displayed in an operable manner, as shown in Fig. 12. Furthermore, when the boss release conditions are met, the forced release operation unit 140a is not displayed, as shown in Fig. 12.
[0127] Furthermore, when the boss release condition is met, the boss image display section 140 may display a background image in a manner that allows the player to identify the enemy character that appears in the boss quest.
[0128] In addition, when the boss release conditions are met, sounds such as background music and character voices may be output from the speaker while the event quest boss screen 130 is being displayed, in a manner that allows the player to identify the enemy characters that appear in the boss quest.
[0129] In this embodiment, the boss quest includes three battle games ("SCENARIO," "SPECIAL," and "EXHIBITION") in which a common enemy character appears. A recommended player level is set for each battle game, and the type of battle game and the set recommended player are displayed in each of the boss quest selection operation units 144a, 144b, and 144c. In this embodiment, the boss quest "SCENARIO" has the lowest difficulty, followed by "SPECIAL" and "EXHIBITION" in increasing difficulty. In this embodiment, once the boss release condition is met, each of the boss quests "SCENARIO," "SPECIAL," and "EXHIBITION" can be challenged. However, for the boss quest "SCENARIO," a "first release condition" may be set that stipulates that a specific event story has been viewed to the end, and a "second release condition" may be set that stipulates that a forced release operation including the operation of the forced release operation unit 140a is performed. In this case, once the boss quest "SCENARIO" is completed, the boss quest "SPECIAL" can be challenged. Also, once the "SPECIAL" boss quest is cleared, the "EXHIBITION" boss quest may become available for challenge. In other words, boss release conditions different from those set for the "SCENARIO" boss quest may be set for the "SPECIAL" and "EXHIBITION" boss quests.
[0130] Furthermore, a limit may be placed on the number of attempts that can be made to each of the boss quest battle games "SCENARIO," "SPECIAL," and "EXHIBITION." The limit on the number of attempts may be set for the duration of the "event," or may be set for a predetermined period of time (e.g., each day) within the duration of the "event." In this case, for boss quests that have reached the upper limit of the number of attempts that can be made, the boss quest selection operation units 144a, 144b, and 144c may be displayed in an inoperable state.
[0131] Furthermore, there may be no limit on the number of times that each of the boss quest battle games "SCENARIO," "SPECIAL," and "EXHIBITION" can be challenged. In this case, after clearing the boss quests "SCENARIO," "SPECIAL," and "EXHIBITION," the boss quest selection operation units 144a, 144b, and 144c will not be displayed in an inoperable state.
[0132] Furthermore, for each of the boss quest battle games "SCENARIO," "SPECIAL," and "EXHIBITION," there may be both a limit on the number of times a challenge can be made and an unlimited number of times a challenge can be made.
[0133] Furthermore, the rewards (items) set for clearing the boss quests "SCENARIO," "SPECIAL," and "EXHIBITION" may be set only for the first time each battle game is cleared. In this case, no rewards will be given for the boss quests "SCENARIO," "SPECIAL," and "EXHIBITION" when cleared for the second or subsequent times.
[0134] Furthermore, in this embodiment, a boss release condition is set for one enemy character, but different boss release conditions may be set for multiple enemy characters.
[0135] For example, the duration of one "event" may be divided into a first half and a second half, and during the first half, it may be possible to challenge a boss quest featuring a first enemy character, but not a boss quest featuring a second enemy character. Then, when the second half begins, it may be possible to challenge both the boss quest featuring the first enemy character and the boss quest featuring the second enemy character.
[0136] For example, the boss release condition for the first enemy character may be set to viewing the event story with episode number "1-2" to the end, and the boss release condition for the second enemy character may be set to viewing the event story with episode number "3-3" to the end. In this case, the release condition for the event story with episode number "3-3" may be set so that it can be viewed after the start of the second half period.
[0137] Furthermore, when both the boss release condition set for the first enemy character and the boss release condition set for the second enemy character are met, a display switching operation unit (not shown) may be displayed near the boss image display unit 140. Then, based on the operation of the display switching operation unit, it may be possible to switch between a mode in which the first enemy character is displayed in the boss image display unit 140 and a mode in which the second enemy character is displayed in the boss image display unit 140. In this case, various data such as the boss release condition and the image to be displayed in the boss image display unit 140 may be managed for each type of enemy character.
[0138] In this embodiment, each boss quest battle game is set with an upper limit on the number of times it can be cleared during the event period. Therefore, when one boss quest battle game is cleared and the upper limit is reached, the boss quest selection operation unit 144a, 144b, 144c corresponding to that boss quest is displayed in an inoperable state. Note that the upper limit on the number of times it can be cleared may be set to a different value for each boss quest battle game, or may be set to a common value. In this embodiment, the upper limit on the number of times it can be cleared for each boss quest battle game is set to one time.
[0139] When any of the boss quest selection operation units 144a, 144b, and 144c is tapped, a boss detail screen 160 is displayed on the display 26. FIG. 13 is a diagram illustrating an example of the boss detail screen 160. FIG. 13 shows the boss detail screen 160 that is displayed when the boss quest selection operation unit 144a is tapped, i.e., when the boss quest "SCENARIO" is selected. As shown in FIG. 13, the boss detail screen 160 displays the type of boss quest selected by the player, enemy characters that appear in the selected battle game, and items (rewards) that can be acquired in the battle game. Therefore, the display of the boss detail screen 160 can be said to mean that at least a portion of the content of the boss quest becomes viewable.
[0140] The boss detail screen 160 also displays a challenge operation section 162 marked "Challenge" for challenging the battle game selected by the player, and a cancel operation section 164 marked "Cancel" for canceling the processing corresponding to the currently displayed screen.
[0141] When the cancel operation unit 164 is tapped, the challenge to the boss quest is canceled, the boss details screen 160 is hidden, and the event quest boss screen 130 (FIG. 12) is displayed on the display 26.
[0142] Furthermore, when the challenge operation unit 162 is tapped, the party selection screen 77 (FIG. 6C) is displayed on the display 26.
[0143] As described above, in this embodiment, in a battle game that belongs to a boss quest, the upper limit on the number of support characters that can be organized into a party is set to five. In this embodiment, a party can include a maximum of five ally characters, so setting the upper limit on the number of support characters that can be organized into a party to five is essentially equivalent to having no limit on the number of support characters that can be organized into a party. Furthermore, in a battle game that belongs to a boss quest, it is possible to organize support characters into a party without consuming in-game currency. Therefore, a notice may be displayed on the party selection screen 77 to inform the player that there is no limit on the number of support characters that can be organized into a party and that support characters can be organized into a party without consuming in-game currency.
[0144] Then, when the battle start operation section 79 on the party selection screen 77 is tapped, the battle game starts, and a battle game screen 80 (FIG. 7A) corresponding to the selected boss quest battle game is displayed on the display 26.
[0145] As described above, in this embodiment, the battle game of the boss quest selected by the player becomes executable after at least one of the "first release condition" and the "second release condition" is met. This reduces the risk of the player unintentionally being spoiled about the development of a specific event story. This also makes it possible to prevent a situation in which the player is unintentionally spoiled and loses interest in the game.
[0146] Furthermore, in this embodiment, if the "second release condition" is met when the "first release condition" is not met, the battle game of the boss quest selected by the player becomes executable. In other words, in a situation where the player intentionally accepts spoilers about the development of a specific event story, the battle game of the boss quest selected by the player becomes executable. This allows players who do not mind spoilers to play the boss quest battle game without having to view the specific event story, thereby improving convenience for players.
[0147] Returning to FIG. 8 , when the event mission operation unit 94 is tapped, an event mission screen (not shown) is displayed on the display 26. In this embodiment, a plurality of missions are assigned to the player in an "event." By completing the assigned missions during the period in which the "event" is held, the player can acquire a predetermined benefit (reward). The event mission screen (not shown) displays a list of the missions assigned to the player. The event mission screen also displays the progress status of each mission assigned to the player. The event mission screen accepts the player's operation to receive the benefit acquired based on the completion of the mission.
[0148] Furthermore, when the sub-content operation unit 95 is tapped, a sub-content screen (not shown) is displayed on the display 26. In this embodiment, when the player wins a predetermined battle game that belongs to an event quest, a mini-game is released as sub-content. The released mini-game can be played on the sub-content screen. Note that multiple types of sub-content may be provided. In this case, different release conditions may be set for each sub-content.
[0149] 8, a PV operation unit 96, an event story operation unit 97, and a latest story selection operation unit 98 are displayed on the right side of the event information display 91 on the event top screen 90. When the PV operation unit 96 is tapped, the PV playback screen 48 of FIG. 3C is displayed on the display 26 for a predetermined playback period, and the PV video is played. When the playback period ends, the display of the PV playback screen 48 ends, and the event top screen 90 is displayed on the display 26. In this embodiment, when the PV video is viewed to the end for the first time, a reward (viewing reward) is awarded to the player. If the PV video has not yet been viewed to the end, an identification display such as an icon (not shown) indicating that a viewing reward can be obtained is added to the PV operation unit 96.
[0150] FIG. 14 is a diagram illustrating an example of story management information. The story management information shown in FIG. 14 is stored in the player terminal 1 and the server 1000. The story management information is provided for each type of story (main story, character story, event story). The story management information is stored in association with a player ID. The various pieces of information stored in the story management information are updated by the server 1000.
[0151] In this embodiment, each story is assigned unique identification information (hereinafter referred to as a story ID). Fig. 14 shows story management information related to an event story.
[0152] As shown in Figure 14, the story management information stores various information such as "episode number," "subtitle," "unlock conditions," "unlock information," "viewing reward," and "viewed information" linked to a story ID.
[0153] The "release conditions" store information indicating the release conditions required for the player to view the event story of the corresponding story ID. Different release conditions may be set for each story ID. Specifically, the release conditions may include, for example, clearing a specific event quest or viewing the previous event story to the end. In other words, the event story may be content with a predetermined progression order.
[0154] Furthermore, the conditions for unlocking an event story are not limited to the above example. For example, a mode may be provided in which the conditions for unlocking an event story with episode number "3-1" are met when the event story with episode number "1-2" is viewed to the end. Furthermore, a predetermined story unlock period may be set during the "event" period, and an event story whose unlock condition is met when this story unlock period arrives may be set. For example, the period of "event" 1 may be divided into a first half and a second half, and an event story whose unlock condition is met when the second half begins may be set. Alternatively, an event story whose unlock condition is met when the second half begins and a specific event quest has been cleared may be set.
[0155] "Release information" stores information that can identify whether the above release conditions have been met for the event story of the corresponding story ID. In this embodiment, if the release conditions have been met, "1" is stored as "Release information," and if the release conditions have not yet been met, "0" is stored as "Release information."
[0156] The "viewing reward" stores information that can identify the content of the reward (specifically, for example, the type of reward and the number of rewards) that will be granted to a player's player ID when the event story with the corresponding story ID is viewed to the end for the first time.
[0157] The "viewed information" stores information indicating whether or not the player has already viewed the event story with the corresponding story ID. In this embodiment, if the event story with the corresponding story ID has already been viewed, "1" is stored as the "viewed information," and if the event story with the corresponding story ID has not yet been viewed, "0" is stored as the "viewed information." In other words, if "1" is stored as the "viewed information," it can be said that the player has already earned the viewing reward for the event story with the corresponding story ID. On the other hand, if "0" is stored as the "viewed information," it can be said that the player has not yet earned the viewing reward for the event story with the corresponding story ID.
[0158] Returning to FIG. 8, when the event story operation unit 97 on the event top screen 90 is tapped, an event story screen 200 is displayed on the display 26 based on the story management information (FIG. 14). FIG. 15 is a first diagram illustrating an example of the event story screen 200. As shown in FIG. 15, an operation unit 201 that accepts a player's operation for ending the display of the event story screen 200 is displayed in the upper left corner of the event story screen 200. When the operation unit 201 is tapped, the display of the event story screen 200 ends, and the event top screen 90 (FIG. 8) is displayed on the display 26.
[0159] 15, multiple story selection operation units 202a and 202b are displayed on the event story screen 200. In the example shown in FIG. 15, the story selection operation unit 202a corresponds to an event story whose release conditions have been met. The story selection operation unit 202b corresponds to an event story whose release conditions have not been met. By operating the story selection operation unit 202a, the player can view the contents of the event story whose release conditions have been met.
[0160] Here, the story selection operation unit 202a corresponding to the event story for which the release conditions have been met displays a thumbnail image showing at least a portion of the content of the corresponding event story. The story selection operation unit 202a is displayed in a manner that allows the player to perform a selection operation. A reward icon 206 is displayed near the story selection operation unit 202a corresponding to an event story that the player has not yet viewed to the end, i.e., an event story for which the player has not yet obtained a viewing reward. The number of episodes of the corresponding event story is displayed near the story selection operation unit 202a. An image showing the subtitle of the corresponding event story may also be displayed near the story selection operation unit 202a. In FIG. 15 , a newest icon marked "NEW" (not shown) may be displayed near the story selection operation unit 202a corresponding to one or more event stories for which the release conditions have been most recently met.
[0161] On the other hand, a predetermined image that makes it impossible or difficult to identify the content of the corresponding event story is displayed on the story selection operation unit 202b corresponding to the event story whose release condition has not been satisfied. In the example shown in Fig. 15, an image with "???" written on it is displayed on the story selection operation unit 202b. Furthermore, the story selection operation unit 202b is displayed in a manner that makes it impossible for the player to perform a selection operation.
[0162] Then, by operating the story selection operation unit 202a, the player can view the video of the event story for which the release condition has been met (hereinafter referred to as the event story video). Also, by tapping the latest story selection operation unit 98 in Fig. 8, the player can view the event story video for which the release condition has been met most recently among the event story videos.
[0163] At this time, if data of the event story video to be viewed is stored in the storage unit 18 or storage device 12 of the player terminal 1, the stored event story video is played on the event story playback screen 220 (FIG. 16B).
[0164] On the other hand, if the data of the event story video to be viewed is not currently stored in the memory unit 18 or storage device 12 of the player terminal 1, a data download confirmation dialog 210 is displayed on the display 26. Fig. 16A is a diagram illustrating an example of the data download confirmation dialog. Fig. 16B is a diagram illustrating an example of an event story playback screen 220.
[0165] 16A, a message requesting the player's permission to download data is displayed in the data download confirmation dialog 210. The data download confirmation dialog 210 also displays a download operation section 212 marked "DOWNLOAD" and a cancel operation section 214 marked "CANCEL."
[0166] When the cancel operation unit 214 is tapped, the event story screen 200 is displayed on the display 26 without downloading the data of the event story video to be viewed.
[0167] Furthermore, when the download operation unit 212 is operated, the data of the event story video to be viewed is downloaded. Then, when the download is completed, the event story video is played on the event story playback screen 220, as shown in FIG. 16B.
[0168] When playback of the event story video ends, the event story playback screen 220 is hidden. Then, based on the story management information (FIG. 14), the event story screen 200 is displayed on the display 26. That is, when the story management information is updated in the server 1000, the event story screen 200 is displayed on the display 26 based on the updated story management information.
[0169] Furthermore, when a new viewing reward is awarded to the player, a reward dialogue (not shown) is displayed to notify the player of the viewing reward that has been awarded.
[0170] 17 is a second diagram illustrating an example of the event story screen 200. FIG. 17 shows a case where the conditions for unlocking the new event story "2-2" have been met as a result of viewing the event story with episode "2-1." In this case, as shown in FIG. 17, a thumbnail image, a reward icon 206, and the episode number of the event story are displayed in the story selection operation unit 202a corresponding to the event story "2-2."
[0171] Next, we will explain the basic configuration and communication processing of the player terminal 1 and the server 1000. Below, we will mainly explain an example of the main processing for displaying the event quest boss screen 130 and the event story screen 200, and will omit explanations of other processing.
[0172] (Functional Configuration of Player Terminal 1) 18 is a diagram illustrating the configuration and computer functions of the storage device 12 in the player terminal 1. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game starts, the CPU 10 stores a terminal-side game control program (module) in the program storage area 12a.
[0173] The terminal-side game control program includes a game execution control program 500, a battle game execution program 502, and a display control program 504. Note that the programs listed in Fig. 18 are just examples, and the terminal-side game control program includes many other programs.
[0174] The data storage area 12b is provided with an information storage unit 550 as a storage unit for storing data. Note that the above-mentioned storage units are examples, and the data storage area 12b is provided with many other storage units.
[0175] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 (computer) to function as a terminal game control unit 1A. The terminal game control unit 1A includes a game execution control unit 500a, a battle game execution unit 502a, and a display control unit 504a.
[0176] Specifically, the CPU 10 runs a game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 10 runs a battle game execution program 502 and a display control program 504, causing them to function as a battle game execution unit 502a and a display control unit 504a, respectively.
[0177] The game execution control unit 500a controls the progress of the entire game. For example, when logging in, the game execution control unit 500a transmits login information to the server 1000. Furthermore, when general game information or player information for the game is updated, the game execution control unit 500a receives the game information or player information from the server 1000 and stores it in the information storage unit 550.
[0178] Furthermore, when the player views a story video to the end, the game execution control unit 500a transmits the story ID of the story video that has been viewed to the end and reading completion information to the server 1000. Furthermore, when the forced release operation unit 156 is operated, the game execution control unit 500a transmits forced release information to the server 1000.
[0179] The battle game executing unit 502a is responsible for control for executing the battle game. For example, the battle game executing unit 502a updates the battle screen, controls the actions of ally characters and enemy characters, and derives damage points based on operations input to the player terminal 1.
[0180] The display control unit 504a generates a screen to be displayed on the display 26, and causes the display 26 to display the generated screen.
[0181] (Functional configuration of server 1000) 19 is a diagram illustrating the configuration of the storage device 1012 in the server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game starts, the CPU 1010 stores a server-side game control program (module) in the program storage area 1012a.
[0182] The server-side game control program includes a game execution control program 1500, a battle game execution program 1502, and a reward granting program 1504. Note that the programs listed in Figure 19 are just examples, and the server-side game control program includes many other programs.
[0183] The data storage area 1012b is provided with an information storage unit 1550 as a storage unit for storing data. Note that the above storage units are examples, and the data storage area 112b is provided with many other storage units.
[0184] The CPU 1010 runs each program stored in the program memory area 1012a and updates data in each storage unit in the data memory area 1012b. The CPU 1010 runs each program stored in the program memory area 1012a, causing the server 1000 to function as a server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1500a, a battle game execution unit 1502a, and a reward granting unit 1504a.
[0185] Specifically, the CPU 1010 runs a game execution control program 1500, causing the computer to function as a game execution control unit 1500a. Similarly, the CPU 1010 runs a battle game execution program 1502 and a reward granting program 1504, causing them to function as a battle game execution unit 1502a and a reward granting unit 1504a, respectively.
[0186] The game execution control unit 1500a controls the progress of the entire game. For example, when the game execution control unit 1500a receives login information from the player terminal 1, it enables the player terminal 1 to acquire the player information stored in the information storage unit 1550. Furthermore, when general game information or player information for the game is updated, the game execution control unit 1500a reads the updated game information and player information from the information storage unit 1550 and enables the player terminal 1 to acquire the updated game information and player information. The player information includes the story management information (FIG. 14) and boss release information (FIG. 10B) described above.
[0187] The battle game execution unit 1502a is responsible for control for executing the battle game.
[0188] The reward granting unit 1504a grants a reward to a player. Specifically, the reward granting unit 1504a adds an item (clear reward) to player information corresponding to the player's player ID based on the result of the battle game, and stores the player information in the information storage unit 1550. Furthermore, when the player views various stories to the end for the first time, the reward granting unit 1504a adds a viewing reward to the player information corresponding to the player's player ID, and stores the player information in the information storage unit 1550.
[0189] (Specific Processing in the Player Terminal 1 and the Server 1000) Fig. 20 is a flowchart illustrating an example of login processing in the player terminal 1. The login processing shown in Fig. 20 is executed when a login operation such as a player starting up a game application is input.
[0190] The game execution control unit 500a transmits the login information to the server 1000 (P1-1).
[0191] In addition, the game execution control unit 500a acquires player information including story management information (FIG. 14) and boss release information (FIG. 10B) from the information storage unit 1550 of the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P1-2).
[0192] FIG. 21 is a flowchart illustrating an example of story screen management processing in the player terminal 1. The game execution control unit 500a determines whether the event story operation unit 97 (FIG. 8) or the story operation unit 154 (FIG. 11) has been operated (P2-1). As a result, if the event story operation unit 97 (FIG. 8) or the story operation unit 154 (FIG. 11) has been operated (YES in P2-1), the game execution control unit 500a proceeds to step P2-2. On the other hand, if the event story operation unit 97 (FIG. 8) or the story operation unit 154 (FIG. 11) has not been operated (NO in P2-1), the game execution control unit 500a proceeds to step P2-4.
[0193] The game execution control unit 500a acquires player information including story management information (FIG. 14) from the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P2-2).
[0194] The display control unit 504a executes an event story screen display process (P2-3) that displays the event story screen 200 (FIG. 15) on the display 26. Specifically, the display control unit 504a references the story management information (FIG. 14), displays the story selection operation unit 202a corresponding to the event story whose release condition is satisfied, and accepts the player's operation. The display control unit 504a also displays the story selection operation unit 202b corresponding to the event story whose release condition is not satisfied.
[0195] The game execution control unit 500a determines whether the latest story selection operation unit 98 (FIG. 8) or the story selection operation unit 202a (FIG. 15) has been operated (P2-4). As a result, if the latest story selection operation unit 98 (FIG. 8) or the story selection operation unit 202a (FIG. 15) has been operated (YES in P2-4), the game execution control unit 500a proceeds to step P2-5. On the other hand, if the latest story selection operation unit 98 (FIG. 8) or the story selection operation unit 202a (FIG. 15) has not been operated (NO in P2-4), the game execution control unit 500a ends the story screen management process.
[0196] The display control unit 504a executes an event story playback screen display process (P2-5) for displaying an event story playback screen 220 (FIG. 16B) on the display 26. Specifically, if data of the event story video to be viewed is stored in the storage unit 18 or the storage device 12 of the player terminal 1, the display control unit 504a plays the stored event story video on the event story playback screen 220 (FIG. 16B). On the other hand, if data of the event story video to be viewed is not currently stored in the storage unit 18 or the storage device 12 of the player terminal 1, the display control unit 504a displays a data download confirmation dialog 210 (FIG. 16A) on the display 26. Then, when the download operation unit 212 is operated in the data download confirmation dialog 210, the display control unit 504a downloads the data of the event story video to be viewed. Then, when the download is completed, the display control unit 504a plays the event story video on the event story playback screen 220 (FIG. 16B).
[0197] When the player views a story video to the end for the first time on the event story playback screen 220 (Figure 16B) (YES in P2-6), the game execution control unit 500a transmits the story ID and viewing information of the story video that has been viewed to the end to the server 1000 (P2-7).
[0198] The game execution control unit 500a acquires the reward information from the server 1000 and stores it in the information storage unit 550 of the player terminal 1 (P2-8).
[0199] The display control unit 504a displays a reward dialog (not shown) based on the reward information stored in step P2-8 above, and notifies the player of the viewing reward that has been granted (P2-9).
[0200] FIG. 22 is a flowchart illustrating an example of the event quest / boss screen management process in the player terminal 1. The game execution control unit 500a determines whether an operation to display the event quest / boss screen 130, including the event quest operation unit 92 (FIG. 8), the event quest selection operation unit 71e (FIG. 5C), or the event in progress display 49 (FIG. 4), has been input (P3-1). As a result, if an operation to display the event quest / boss screen 130 has been input (YES in P3-1), the game execution control unit 500a proceeds to step P3-2. On the other hand, if an operation to display the event quest / boss screen 130 has not been input (NO in P3-1), the game execution control unit 500a proceeds to step P3-4.
[0201] The game execution control unit 500a acquires player information including battle game completion information and boss release information (FIG. 10B) from the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P3-2).
[0202] The display control unit 504a executes an event quest / boss screen display process (P3-3) for displaying the event quest / boss screen 130 (FIG. 9) on the display 26.
[0203] The game execution control unit 500a determines whether an operation has been input to the quest operation unit 132a or the boss operation unit 132b of the display switching bar 132 (P3-4). As a result, if an operation has been input to the quest operation unit 132a or the boss operation unit 132b (YES in P3-4), the game execution control unit 500a proceeds to step P3-5. On the other hand, if an operation has not been input to the quest operation unit 132a or the boss operation unit 132b (NO in P3-4), the game execution control unit 500a proceeds to step P3-6.
[0204] When the quest operation unit 132a is operated, the display control unit 504a refers to the player information stored in the information storage unit 550, and performs various displays related to the event quest in the display area 133, as shown in FIG. 9 (P3-5).
[0205] Furthermore, when the boss operation unit 132b is operated, the display control unit 504a refers to the player information stored in the information storage unit 550 and displays various items related to the boss quest in the display area 133 (P3-5). At this time, if "0" is stored in the "boss release flag," that is, if neither the "first release condition" nor the "second release condition" has yet been met, the display control unit 504a displays an image marked "???" in the boss image display unit 140, as shown in FIG. 10A. Furthermore, if neither the "first release condition" nor the "second release condition" has yet been met, the display control unit 504a displays the boss quest selection operation units 144a, 144b, and 144c in an inoperable state. Furthermore, if neither the "first release condition" nor the "second release condition" has yet been met, the display control unit 504a displays the forced release operation unit 140a in the boss image display unit 140. This allows the forced release operation to be accepted.
[0206] Furthermore, when "1" is stored in the "boss release flag," that is, when the boss release condition is met, the display control unit 504a displays an image in the boss image display unit 140 that allows the player to identify the enemy character that appears in the boss quest, as shown in FIG. 12. Furthermore, when the boss release condition is met, the display control unit 504a displays the boss quest selection operation units 144a, 144b, and 144c in an operable manner, as shown in FIG. 12. Furthermore, when the boss release condition is met, the display control unit 504a does not display the forced release operation unit 140a, as shown in FIG. 12.
[0207] The game execution control unit 500a determines whether a forced release operation, including the operation of the forced release operation unit 140a (FIG. 10A) and the operation of the forced release operation unit 156, has been input (P3-6). If a forced release operation has been input (YES in P3-6), the game execution control unit 500a proceeds to step P3-7. If a forced release operation has not been input (NO in P3-6), the game execution control unit 500a ends the event quest / boss screen management process.
[0208] The game execution control unit 500a transmits forced release information indicating that a forced release operation has been input to the server 1000 (P3-7). As will be described in detail later, when the server 1000 receives the forced release information, the "second release condition" is met, the boss release information (FIG. 10B) is updated, and "1" is stored as the "boss release flag."
[0209] The game execution control unit 500a acquires player information including boss release information (FIG. 10B) from the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P3-8).
[0210] The display control unit 504a executes an event quest / boss screen display process (P3-9) that displays the event quest / boss screen 130 (FIG. 12) on the display 26. Here, "1" is stored in the "boss release flag," meaning that the boss release condition is met. Therefore, as shown in FIG. 12, the display control unit 504a displays an image in the boss image display unit 140 that enables the player to identify the enemy character that appears in the boss quest. Also, as shown in FIG. 12, the display control unit 504a displays the boss quest selection operation units 144a, 144b, and 144c in an operable manner. Also, as shown in FIG. 12, the display control unit 504a does not display the forced release operation unit 140a.
[0211] 23 is a flowchart illustrating an example of player information management processing in the server 1000. The game execution control unit 1500a determines whether or not forced release information has been received from the player terminal 1 (S1-1). As a result, if forced release information has been received (YES in S1-1), the game execution control unit 1500a proceeds to step S1-7. On the other hand, if forced release information has not been received (NO in S1-1), the game execution control unit 1500a proceeds to step S1-2.
[0212] The game execution control unit 1500a determines whether or not a story ID and viewed information have been received from the player terminal 1 (S1-2). As a result, if the story ID and viewed information have been received (YES in S1-2), the game execution control unit 1500a proceeds to step S1-3. On the other hand, if the story ID and read completion information have not been received (NO in S1-2), the game execution control unit 1500a proceeds to step S1-8.
[0213] The game execution control unit 1500a updates the story management information (FIG. 14) based on the received story ID and viewed information (S1-3). Here, if there is an event story for which the release condition has been newly met, the game execution control unit 1500a stores "1" as the "release information" corresponding to the story ID of the event story.
[0214] The reward granting unit 1504a determines whether or not to grant a viewing reward to the player based on the update result of step S1-3 (S1-4). As a result, if a viewing reward is to be granted (YES in S1-4), the game execution control unit 1500a proceeds to step S1-5. On the other hand, if a viewing reward is not to be granted (NO in S1-4), the game execution control unit 1500a proceeds to step S1-8. Specifically, if the viewed information of the story indicated by the story ID is updated from "0" to "1" in step S1-3, it is determined that a viewing reward is to be granted. On the other hand, if the value of the viewed information of the story indicated by the story ID is not updated in step S1-3, it is determined that a viewing reward is not to be granted.
[0215] The reward granting unit 1504a grants a viewing reward to the player (S1-5). Specifically, when the player views the event story to the end for the first time, the reward granting unit 1504a adds the viewing reward to the player information corresponding to the player's player ID and stores the player information in the information storage unit 1550.
[0216] The game execution control unit 1500a determines whether the "first release condition" is met based on the update result of step S1-3 (S1-6). Specifically, the game execution control unit 1500a determines that the "first release condition" is met when the viewed information associated with the story ID of a specific event story, in this embodiment, the event story "2-2", is updated from "0" to "1".
[0217] The game execution control unit 1500a stores "1" in the value of the "boss release flag" based on whether the "first release condition" is met (YES in S1-1) or whether the "second release condition" is met (YES in S1-6), and updates the boss release information (Figure 10B).
[0218] Furthermore, when game result information indicating the result of the battle game is received from the player terminal 1 (YES in S1-8), the reward granting unit 1504a adds an item (clear reward) to the player information corresponding to the player's player ID based on the received game result information, and stores it in the information storage unit 1550 (S1-9).
[0219] Furthermore, if there is an event story for which the release condition has been newly met, such as by clearing an event quest or boss quest (YES in S1-10), the game execution control unit 1500a updates the story management information (S1-11). Specifically, the game execution control unit 1500a stores "1" in the value of the "release information" corresponding to the story ID of the event story for which the release condition has been newly met.
[0220] While one embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these modifications also fall within the technical scope of the present invention.
[0221] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 1000, or by both, and the execution timing and the device that executes the process are not particularly limited.
[0222] For example, in the above embodiment, a case has been described in which the process of updating the story management information (S1-3) and the process of updating the boss release information (S1-7) are executed on the server 1000 side. However, this is not limiting, and either one or both of the process of updating the story management information (S1-3) and the process of updating the boss release information (S1-7) may be executed on the player terminal 1 side.
[0223] The game features and the processing in the player terminal 1 and the server 1000 described in the above embodiment are merely examples. It goes without saying that the processing in the player terminal 1 and the server 1000 can be designed as appropriate within the scope of the object of the present invention.
[0224] In any case, the information processing system S (game device G) includes one or more computers (in the embodiment, either one or both of the player terminal 1 and the server 1000), and the computers perform the following processing.
[0225] (Processing performed by a computer) A process (P2-5, in the above embodiment, as an example) of viewing content selected by the player from among content (in the above embodiment, as an example, the event story) including specific content (in the above embodiment, as an example, the event story of "2-2"). A process that allows the player to view at least a portion of the content of a game selected by the player from among games including a specific game related to the content of specific content (in the above embodiment, as an example, a boss quest), or allows the player to play the game selected by the player (in the above embodiment, as an example, steps P3-5, P3-9, S1-1, S1-6, S1-7). A process of granting a reward determined according to the type of game played to the player ID of the player (S1-9 in the above embodiment, as an example). The process of making at least a portion of the content of the game selected by the player viewable or making the game selected by the player executable involves making at least a portion of the content of the specific game selected by the player viewable or making the specific game selected by the player executable after at least one of the first condition (in the above embodiment, as an example, the "first release condition") and the second condition (in the above embodiment, as an example, the "second release condition") is met (in the above embodiment, as an example, steps P3-5, P3-9, S1-1, S1-6, S1-7). The first condition (in the above embodiment, as an example, the "first release condition") includes that the specific content is viewed. The second condition (in the above embodiment, as an example, the "second release condition") includes inputting an arbitrary operation (in the above embodiment, as an example, a forced release operation) by the player.
[0226] Furthermore, after a plurality of contents whose progression order has been set in advance have been viewed, a specific content (in the above embodiment, as an example, the event story "2-2") may become selectable. Furthermore, specific content (in the above embodiment, as an example, the event story of "2-2") may be configured to allow at least part of the content of a specific game (in the above embodiment, as an example, the boss quest) to be identified.
[0227] Furthermore, if the second condition is met (in the above embodiment, as an example, the "second release condition"), at least a portion of the content of the specific game may be viewable without viewing the specific content, or the specific game selected by the player may be playable.
[0228] 24 is a diagram illustrating an example of an event story screen 200 according to a modified example. In the above embodiment, the "first release condition" is stipulated as the player viewing the "2-2" event story to the end. In the modified example, if the player has viewed the "2-2" event story to the end, a boss operation section 230 labeled "To the Boss" is displayed below the story selection operation section 202a corresponding to the "2-2" event story.
[0229] That is, in this modified example, when the player views the event story of "2-2" to the end and the "first release condition" is met, the boss operation unit 230 is displayed. When the boss operation unit 230 is tapped, the event quest boss screen 130 shown in FIG. 12 is displayed on the display 26. In this case, "1" is stored as the "boss release flag" in the boss release information (FIG. 10B), and the boss release condition has already been met, so that an image that enables the player to identify the enemy character that appears in the boss quest is displayed in the boss image display unit 140, as shown in FIG. 12.
[0230] In the modified example, the boss operation unit 230 is displayed when the "first release condition" is met, but this is not limiting. For example, the boss operation unit 230 may be displayed even when the boss release condition has not yet been met. Furthermore, the boss release condition may be met when the boss operation unit 230 is tapped when the boss release condition has not yet been met. In other words, the boss release condition may include tapping the boss operation unit 230. In this case, when the boss operation unit 230 is tapped, the event quest boss screen 130 shown in FIG. 12 may be displayed on the display 26. Alternatively, when the boss operation unit 230 is tapped, a confirmation dialog box (not shown) is displayed, and when a confirm operation is performed on this confirmation dialog box, the boss release condition is met, and the event quest boss screen 130 shown in FIG. 12 may be displayed on the display 26.
[0231] In the above embodiment, a so-called battle game in which a friendly character fights against an enemy character is provided as an example of a game, but the specific content and genre of the game are not limited to those in the above embodiment. For example, the present invention can be applied to games of any genre, such as RPG, action games, simulation games, puzzle games, training games, and sports games.
[0232] The information processing program for executing the processes in the above-described embodiment and various modified examples may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiment and various modified examples may be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0233] 1. Player terminal 1000 servers S Information Processing System
Claims
1. a process of viewing content selected by a player from among content including the specific content; a process of displaying a selection screen for receiving a selection of a game including a specific game related to the specific content, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; a process of granting a reward determined according to the type of game played to a player ID of the player; The computer executes the following: The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: after at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: an arbitrary operation different from the operation for viewing the specific content is input by a player; The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation section for receiving the optional operation; after at least a part of the content of the specific game selected by the player becomes viewable or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is satisfied, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. Information processing program.
2. After a plurality of the contents in a predetermined progression order have been viewed, the specific content can be selected; the specific content is configured to be able to identify at least a part of the content of the specific game; The information processing program according to claim 1 .
3. If the second condition is met, At least a part of the content of the specific game can be viewed without viewing the specific content, or the specific game selected by the player can be played.
3. The information processing program according to claim 1.
4. 1. An information processing method performed by one or more computers, comprising: The computer a process of viewing content selected by a player from among content including the specific content; a process of displaying a selection screen for receiving a selection of a game including a specific game related to the specific content, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; a process of granting a reward determined according to the type of game played to a player ID of the player; and The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: after at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: an arbitrary operation different from the operation for viewing the specific content is input by a player; The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation section for receiving the optional operation; after at least a part of the content of the specific game selected by the player becomes viewable or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is satisfied, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. Information processing methods.
5. An information processing system comprising one or more computers, The computer a process of viewing content selected by a player from among content including the specific content; a process of displaying a selection screen for receiving a selection of a game including a specific game related to the specific content, the selection screen having a specific area corresponding to the specific game; A process of making it possible to view at least a part of the content of the game selected by the player or to play the game selected by the player; a process of granting a reward determined according to the type of game played to a player ID of the player; and The process of enabling at least a part of the content of the game selected by the player to be viewed or enabling the game selected by the player to be played includes: after at least one of the first condition and the second condition is satisfied, at least a part of the content of the specific game selected by the player is made available for viewing, or the specific game selected by the player is made available for execution; The first condition is The specific content is viewed, The second condition is: an arbitrary operation different from the operation for viewing the specific content is input by a player; The process of displaying the selection screen includes: when at least a part of the content of the specific game selected by the player is not viewable, or when the specific game selected by the player is not executable, displaying in the specific area a first specific image that makes it difficult to identify the content of the specific content, and an optional operation section for receiving the optional operation; after at least a part of the content of the specific game selected by the player becomes viewable or after the specific game selected by the player becomes executable, and after at least one of the first condition and the second condition is satisfied, a second specific image that allows at least a part of the content of the specific content to be identified is displayed in the specific area, and the optional operation unit is hidden. Information processing system.
Citation Information
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