Information processing method, information processing system, and program
The system suspends progress in newer games to promote older game purchases with bonus information and varied input operations, addressing user engagement and profitability in game series.
Patent Information
- Application Number
- JP2023154097
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-21
- Publication Date
- 2026-01-15
- Estimated Expiration
- 2043-09-21
AI Technical Summary
Existing information processing methods for games do not effectively enhance user engagement and profitability by promoting the purchase of older games in a series when newer games are played.
An information processing system that allows for the suspension of progress in a newer game and provides bonus information and discounted pricing for an older game in the series, while differing input operations provide varying levels of game assistance based on billing methods.
Enhances user engagement by encouraging the purchase of older games through suspended progress and differential input operations, thereby increasing profitability and interest in the game series.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent Document 1 discloses an information processing method for executing a process for executing a quest in auto mode and a process for stopping the auto mode in a game in which quests are cleared in sequence.
[0003] In this information processing method, when the number of games (stories) increases as quests are cleared, the auto mode is stopped and the games become viewable. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 7267489 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above technology.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. This information processing method includes the following steps: In the receiving step, a request to execute a first charging process or a second charging process for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process. In the game progress step, when the first charging process is performed, the first game is progressed in accordance with a first input operation by the user, and when the second charging process is performed, the first game is progressed in accordance with a second input operation by the user. The first input operation and the second input operation include operations that operate game media in the first game. The degree to which the second input operation assists in the progress of the first game is different from the degree to which the first input operation assists in the progress of the first game.
[0008] According to the present disclosure, a better technique can be provided. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] FIG. 10 is a diagram showing an example of a menu screen IM1 in the second game. [Figure 5] FIG. 10 is a diagram showing an example of a game progression screen IM2 in the second game. [Figure 6] FIG. 10 is a diagram showing an example of a series screen IM3. [Figure 7] FIG. 10 is a diagram showing an example of a purchase screen IM4. [Figure 8] FIG. 10 is a diagram showing an example of a restriction content screen IM5. [Figure 9] FIG. 10 is a diagram showing an example of a chapter screen IM6 in the first game. [Figure 10]FIG. 10 is a diagram showing an example of an item screen IM7. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values of signal values representing voltages and currents, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description Fig. 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. In other words, the information processing system 1 is made up of at least one device.
[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.
[0016] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is made up of, for example, a server. Each of the multiple game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.
[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, a request to start / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about game media obtained through gacha, etc.
[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly called gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.
[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.
[0027] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to a user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."
[0028] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a part of the information in this master that is distributed from the information processing device 2.
[0031] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with operations of the input device 4c by the user of the game apparatus 3, which is the own apparatus. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with operations, etc., by the user of the game apparatus 3, which is the own apparatus, when executing a game.
[0033] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] Fig. 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22, thereby including an acquisition unit 231, a game progression unit 232, an assignment unit 233, a reception unit 234, and a display processing unit 235. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as user information and participation request input from a user from the storage unit 22 of the information processing device 2, or acquires it from the game device 3 or another external device via the communication network 11. In the present embodiment, the description will be given assuming that the various information received by the acquisition unit 231 is stored in the storage unit 22.
[0037] The game progression unit 232 is configured to control the progress of the game on the game device 3 based on user operations and the like.
[0038] The granting unit 233 is configured to grant, as a granting step, benefit information IF1 relating to various games.
[0039] The receiving unit 234 is configured to receive, as a receiving step, a request from the user to execute a billing process based on an operation or the like by the user.
[0040] As a display processing step, the display processing unit 235 displays various pieces of information stored in the storage unit 22 or the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display processing unit 235 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit it to the game device 3 via the communication network 11.
[0041] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.
[0042] <Contents> Content is the element that makes up a game. Content includes various information that makes up the details of the game. For example, content may include elements such as a story that defines the main flow of the game, characters that appear in the story, relationships between characters, and quests that define how the game progresses. The content of a certain game may include common content and differential content.
[0043] <Common Content> Common content is content that is shared with other games. Whether or not content is common may be determined based on the presence or absence of story similarities and differences. Story similarities and differences may be determined based on a comparison of content elements between a portion of the content of one game and a portion of the content of another game. Examples of such elements include the story title, setting name, chronological order, characters appearing, the amount of text information, and the amount of graphic information. Note that the presence or absence of story differences may be set in advance by the creator of the content. For example, common content may be content in which the content of a certain game is a remake of content from a game released in the past (a so-called legacy game) and in which almost no changes are made to the content of the legacy game.
[0044] <Difference content> Differential content is content that is not included in the other game, such as downloadable content (DLC) or content that is only available as a bonus for a certain game. Differential content refers to content that is a remake of content from a game previously released (a so-called previous game) and is newly added to the content of the previous game. Examples of differential content include story content added to the previous game, and content related to special modes that allow content from the previous game to be played in a different game mode (e.g., a game mode with a higher difficulty level or a new game with enhanced game content).
[0045] <element content> The content can also be defined as a collection of elemental content. The elemental content is associated with element information about objects included in the elemental content. The elemental content is defined, for example, by a chapter in a story. The objects included in the elemental content can include, for example, characters appearing in the elemental content and objects related to the story in which the characters appear.
[0046] <Bonus information> The bonus information IF1 is information that includes bonuses that can be used when purchasing or playing a certain game. The bonuses are configured to give the user an advantage when purchasing or playing the game, such as making it possible to provide differential content related to the game, granting new items (e.g., equipment, character skins, consumables, etc.), reducing the price required to purchase the game, or increasing the amount of points that can be earned as currency by purchasing the game.
[0047] 4. Overview of Information Processing This section provides an overview of the flow of the information processing method executed by the information processing system 1. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below may be output in a manner that is recognizable to the user using the display 4a or the like, as appropriate. Note that the information processing may include any exception processing not shown. Exception processing includes the interruption of the information processing or the omission of each process. The selection or input performed in the information processing may be based on a user operation or may be performed automatically without relying on a user operation.
[0048] [Activity A1] First, in activity A1, the acquisition unit 231 accepts a login process from a user and acquires user information. The login process is performed by accepting input of a user ID, password, etc. from the user. The user information may include the user's purchase history of various games, play history, granted benefit information IF1, used benefit information IF1, etc.
[0049] [Activity A2] Next, the processing proceeds to activity A2, where the acquisition unit 231 accepts a request to play a game from the logged-in user. As a result, the acquisition unit 231 acquires information about the second game, and the game progression unit 232 starts the game for which the play request has been accepted on the game device 3. For ease of explanation, the game for which the play request has been accepted in activity A2 will be referred to as the second game below.
[0050] In this embodiment, the second game is a so-called action or RPG format in which the story can progress by, for example, moving a character object in response to a user's operation. The story is divided into chapters as elemental content, and the story progresses as the user achieves clear conditions set for each chapter. In other words, the second game can progress as the user plays at least one elemental content. Note that the format of the game to which this information processing is applied is not limited to this and may be any format, such as a single-player game or a multiplayer game, a cooperative game or a competitive game, an online game or an offline game.
[0051] [Activity A3] If the acquisition unit 231 receives a request to play the second game in activity A2, the processing proceeds to activity A3, and the game progression unit 232 progresses the second game based on user operations on the game device 3. This progresses the story included in the content of the second game, and chapters as elemental content are sequentially cleared. The play history of the second game is updated as the second game progresses. The play history may include, for example, play time, the date and time of the last play, and the progress status of the game. The progress status of the game can be expressed by the number of chapters cleared, the degree of completion of quests included in the game, etc.
[0052] [Activity A4] Next, the process proceeds to activity A4, where the acquisition unit 231 acquires the play history of the second game played by the user in accordance with the progress of the second game.
[0053] [Activity A5] Next, the process proceeds to activity A5, where the control unit 23 identifies a satisfied determination condition based on the play history acquired in activity A4. The determination condition is one of the conditions for determining whether or not to grant bonus information IF1 to user information playing the second game. For example, the determination condition is configured to be satisfied when the game progress indicates that a specific chapter, which is one of the element contents, has been completed.
[0054] [Activity A6] Next, the processing proceeds to activity A6, and the control unit 23 identifies the first game based on the determination conditions satisfied in activity A5 and the reference information. The first game is a game that serves as a customer destination for the second game, which serves as a customer source. In other words, the second game is a game that was launched after the first game and serves as a customer source for the first game. In this embodiment, the first game is configured to include content that was launched before the second game. The first game is configured so that at least initial content included in the content of the first game can be played in response to a purchase process related to the purchase of the first game. The initial content is content that can be played without performing any additional purchase process other than the purchase process related to the purchase of the first game. In other words, the initial content is content that can be played by performing a purchase process for the first game. Details of the purchase process will be described later.
[0055] The reference information indicates a correspondence between a game (e.g., a second game) that serves as a customer source and a game (e.g., a first game) that serves as a customer destination. When there are multiple candidate first games for a second game that serves as a customer source, the control unit 23 can narrow down the candidates for the first game that serves as a customer destination according to the satisfied determination conditions. The reference information may include information regarding the release date of the game as information for narrowing down the candidate first games. In this case, the content included in the first game that serves as a customer destination may be configured to be available before the content of the second game that serves as a customer source is released. In other words, the reference information may be configured such that the first game that serves as a customer destination is older than the second game that serves as a customer source. The reference information may include a correspondence between the first game and the second game based on settings related to at least one of the game title, setting, characters, and timeline. This correspondence indicates that the first game and the second game are suitable as a customer destination and a customer source if they share a certain number of these settings. According to this configuration, by encouraging users to purchase the first game, which has a worldview related to the second game, it is possible to increase the profitability of the first game while further enhancing the interest of the second game. Furthermore, if the first game includes an identifier indicating that the first game and the second game are part of a series, the reference information may indicate a correspondence between the first game and the second game based on the identifier. According to this configuration, first bonus information IF1a (described later) is provided to users who play the second game, and this first bonus information IF1a can encourage users to purchase the first game, which is a previous game in the series. Therefore, it is possible to encourage users to purchase the first game while enhancing the interest of the second game. Note that the identifier may be included in at least one of the first game and the second game, so that the control unit 23 can identify that the first game and the second game are part of a series. Note that the format of the identifier may be represented by information indicating the worldview of the game, such as the title and setting, or by an arbitrary character string, etc.
[0056] [Activity A7] Next, processing proceeds to activity A7, where the granting unit 233 grants the user bonus information IF1 related to the identified game (here, the first game) that will be the destination of customer transfer. In other words, the granting unit 233 grants the user bonus information IF1 that can be used in the first game that will be the destination of customer transfer, based at least on the play history and reference information of the second game. The bonus information IF1 is granted to the user before the purchase process for the first game that will be the destination of customer transfer is executed, and is configured to be valid in the first game. For convenience of explanation, in this embodiment, the bonus information IF1 granted related to the first game based at least on the play history of the second game will sometimes be referred to as first bonus information IF1a.
[0057] [Activity A8] If the above determination condition is met and first benefit information IF1a is granted, processing proceeds to activity A8, and the game progression unit 232 suspends progress of the second game. For ease of explanation, the period during which progress of the second game is (temporarily) suspended will be referred to as the suspension period. In other words, the second game is configured so that progress of the second game is suspended during a predetermined suspension period when the progress of the element content satisfies a predetermined condition (for example, a determination condition).
[0058] [Activity A9] Next, the process proceeds to activity A9, and the display processing unit 235 displays presentation information IF2 related to the identified first game on the display 4a. The presentation information IF2 is configured to be able to present information about a game (such as the first game) that is related to the second game. The presentation information IF2 includes a purchase operation unit that can generate commands related to purchasing the first game. The purchase operation unit is configured, for example, with a button-type UI. In other words, at least when the progress status of the element content satisfies a predetermined condition (for example, the above-mentioned judgment condition), the display processing unit 235 displays presentation information IF2 related to the first game that is related to the second game in relation to the element information. With this configuration, it is possible to encourage the purchase of a first game that has an appropriate correspondence in accordance with the progress of the element content of the second game. This can further stimulate the desire to purchase the first game.
[0059] In this embodiment, progress of the second game is stopped in activity A8, and the display processing unit 235 displays presentation information IF2 during the stop period. In other words, the display processing unit 235 displays presentation information IF2 about the first game that is related to the second game in relation to the element information during at least a portion of the stop period. With this configuration, while progress of the element content is stopped, the user can visually recognize presentation information IF2 about the first game related to the element content. Therefore, for example, motivation to purchase the first game can be stimulated more efficiently than when presentation information IF2 is displayed during game progress. Note that during the stop period, progress of the story of the second game and user character operation are stopped. The game progression unit 232 may read the next element content during the stop period. This allows the next element content to be read and presentation information IF2 to be presented while the user is bored, thereby preventing a decline in interest in the second game.
[0060] [Activity A10] When the acquisition unit 231 acquires a command related to the purchase process by operating the purchase operation unit, the process proceeds to activity A10, and the control unit 23 executes the purchase process for the first game. In the purchase process, the reception unit 234 receives a request from the user to execute the first or second billing process for the first game. The billing amount in the second billing process is different from the billing amount in the first billing process. Specifically, the billing amount in the second billing process is smaller than the billing amount in the first billing process. In other words, if the purchase price of the game through the first billing process is the regular price, the purchase price of the game through the second billing process will be the discount price. With this configuration, the billing amount can be set according to the difference between the first input operation and the second input operation described below, thereby promoting the effect of achieving both convenience and game playability.
[0061] In this embodiment, the reception unit 234 receives a request from the user to execute the second billing process using either an individual billing method in which a first game is designated and charged, or a common billing method in which a group of games including the first game is charged. The individual billing method is a purchasing method that allows an individually designated game to be played, and may include a method in which a purchased game can be played indefinitely. The individual billing method corresponds to so-called full price purchases and outright purchases. The common billing method is a purchasing method that allows at least one predetermined game to be played. The common billing method is a purchasing method that complies with so-called subscription services, and allows a predetermined number of games, including the first game, to be played for a certain period of time (e.g., one month) after a common charge is made. The amount requested in the individual billing method is set, for example, to be higher than the minimum unit of amount requested at one time in the common billing method.
[0062] After the reception unit 234 receives a request for the first billing process or the second billing process, if the user pays the billing amount set for the requested first billing process or the second billing process, the content of the first game is provided according to the mode of the purchase process.
[0063] [Activity A11] Next, the processing proceeds to activity A11, where the control unit 23 changes the bonus information IF1 (here, first bonus information IF1a) depending on the type of purchase process when the first game is playable. With this configuration, the first bonus information IF1a is changed by the purchase process, so that the user can be preferentially encouraged to perform a specific purchase process. Changing the bonus information IF1 is not limited to changing the content of the bonus information IF1 already granted in activity A7 or the like, but may also include changing the usage mode of the already granted bonus information IF1. Furthermore, if bonus information IF1 has not yet been granted, changing the bonus information IF1 may also include changing the grant mode of the bonus information IF1. For example, when the first billing process is performed for the first game, the control unit 23 changes the bonus information IF1 so that the bonus information IF1 is more advantageous than when the second billing process is performed for the first game. Specifically, when the second billing process is performed, the control unit 23 limits the available range of bonus information IF1 so that the available bonus information IF1 is more limited than when the first billing process is performed. This encourages the user to select the first billing process for the first game. Specific examples of limiting the bonus information IF1 include making only a portion of the granted differential content available, not including some characters or battle scenes, reducing the types or quantity of granted items, etc. In other words, the control unit 23 specifies the range of available first bonus information IF1a granted depending on the type of billing process.
[0064] After completing the processing of activity A11, the control unit 23 determines whether the termination condition is satisfied. If it is determined that the termination condition is not satisfied, processing returns to activity A3, and the game progression unit 232 progresses the second game again. On the other hand, if it is determined that the termination condition is satisfied, processing proceeds to activity A13, and the game progression unit 232 ends the second game and terminates this information processing. The termination condition may include any condition, such as the story reaching an ending or the user performing an end operation to end the second game.
[0065] If a predetermined transition condition is satisfied without a command related to the purchase process being acquired in activity A9, control unit 23 skips the processing of activities A10 and A11 and determines whether the termination condition is satisfied, as in the case after activity A12 has ended. The transition condition may include any condition, such as the passage of a certain period of time (e.g., the time required to read the next element content) since the progress of the game was stopped, or the user performing an operation to close the screen related to presented information IF2. In this way, a series of information processes related to the second game are performed.
[0066] [Activity A21] Next, a process will be described when the acquisition unit 231 receives a request to play the first game from a user who has already been granted first bonus information IF1a in activity A2. When the acquisition unit 231 receives a request to play the first game in activity A2, the control unit 23 permits execution of the first game if the first billing process or the second billing process is being executed. In this case, the process advances from activity A2 to activity A21, and the control unit 23 uses the first bonus information IF1a granted in activity A8. If the first bonus information IF1a is changed in activity A11, the control unit 23 uses the first bonus information IF1a to the extent that it is available. Note that the use of the first bonus information IF1a may be based on a user operation. The first game is, for example, a so-called action or RPG format in which a story can progress by, for example, moving a character object in accordance with a user operation. Note that the game format of the first game may be different from the game format of the second game.
[0067] [Activity A22] Next, the processing proceeds to activity A22, where the reception unit 234 permits the user to play the first game in accordance with the first billing process or the second billing process. Specifically, the acquisition unit 231 acquires information about the first game. This information about the first game includes the billing information in the purchase process accepted in activity A10. Based on the billing information, the reception unit 234 permits the first game to be played in a mode corresponding to the billing information. The billing information is the amount charged to the user for the first game (the purchase amount of the first game), and includes information on the billing process executed between the first billing process and the second billing process, and the billing method (whether individual billing method or common billing method).
[0068] [Activity A23] Next, processing proceeds to activity A23, where the game progression unit 232 progresses the first game in the mode set in activity A22. As the first game progresses, the user can access the benefit related to the first benefit information IF1a as appropriate.
[0069] The game progression unit 232 progresses the first game in response to a first input operation by the user when a first billing process has been performed, and progresses the first game in response to a second input operation by the user when a second billing process has been performed. The first input operation and the second input operation include operations that operate game media in the first game.
[0070] The game progression unit 232 accepts a first input operation and a second input operation in a chapter that requires operation of the game medium. The first input operation and the second input operation enable the game medium to execute a first action and a second action that is executed during or after the first action. Examples of first actions include basic actions such as movement, attack, defense, evasion, and recovery. The first action is a normal action that has no limit on the number of times it can be executed or no execution conditions. The second action is a special action that has certain execution restrictions. Examples of second actions include actions that have a limited number of times they can be executed (e.g., actions that require the consumption of an item), actions that can only be executed when certain execution conditions are met (e.g., actions that can only be executed when a certain number of points or gauge has been accumulated), etc. The second action has a greater effect (e.g., damage dealt, amount of recovery, duration, etc.) than the first action. The second action may be performed while the first action is being performed (e.g., during a movement, a normal attack, a defense, etc.), or may be performed between two first actions (e.g., between movements).
[0071] The action of the game media caused by the first input operation includes a first action and a second action. Meanwhile, the second input operation includes an auto-instruction operation that automatically executes the first action. Specifically, the auto-instruction operation executes an automatic action of the game media that is a combination of the first action. The automatic action may include, for example, automatically moving to a target position, repeatedly attacking until the target is defeated, automatically recovering under certain conditions (for example, when HP is below a threshold), and combinations of these actions. The auto-instruction operation may also include an operation to skip a chapter (battle scene). The auto-instruction operation that executes such an automatic action reduces the number of input operations by the user. In other words, the degree to which the second input operation assists in the progress of the first game is different from (greater than) the degree to which the second input operation assists in the progress of the first game.
[0072] The game progression unit 232 automatically causes the game media to perform a first action in response to an auto-instruction operation included in the second input operation, and also causes the game media to perform a second action in response to an action instruction operation included in the second input operation. After inputting the auto-instruction operation, the user can cause the automatically operating game media to perform the second action by inputting an action instruction operation at any timing. Note that the action instruction operation can be input when the second action is executable (when the number of executions remains or when the execution condition is met). With this configuration, the game media can automatically perform a basic first action while executing a special second action at the user's discretion, thereby promoting the effect of achieving both convenience and game playability. For example, the user can cause the game media, which is automatically performing movement and normal attacks, to perform a second action, which is a special attack, at any timing by inputting an action instruction operation.
[0073] Furthermore, the types of actions of the game media resulting from the second input operation are at least partially limited from the types of actions of the game media resulting from the first input operation. In other words, the types of actions of the game media that can be input and instructed through the second input operation are fewer than those through the first input operation. For example, through the second input operation, some actions in the first actions (e.g., movement, normal attack, etc.) cannot be directly input, and these actions are executed as part of automatic actions through an auto-instruction operation. Typically, through the second input operation, it may be possible to prevent direct input of all actions included in the first actions (i.e., the user cannot directly input any of the first actions).
[0074] The type of action of the game media resulting from the second input operation is set according to the billing method (i.e., whether the billing method is individual or common). For example, in the case of the individual billing method, the second action can be performed by inputting the above-mentioned action instruction operation, and in the case of the common billing method, the action instruction operation cannot be input. Furthermore, in the case of the individual billing method, the third action, which is the action that removes the restriction on the second action (special action), can be performed, and in the case of the common billing method, the third action cannot be performed (i.e., only the restricted second action is possible). The third action is, for example, an action that uses a specific item or performs a special action without any restriction on the number of times it can be performed. Furthermore, in the case of the common billing method, the operation of skipping chapters or the purchase of additional options (described later) may be set to be disabled. With this configuration, the operability can be changed according to the billing method, thereby further increasing the user's options. Note that the type of action of the game media resulting from the first input operation may also be set according to the billing method.
[0075] To summarize the above, the game progression unit 232 switches the input mode of the first game in accordance with the billing information. In a typical example, when the first billing process is performed, the game progression unit 232 progresses the first game in a normal input mode, which allows a first input operation including an operation to execute a first action and a second action. When the second billing process is performed using the individual billing method, the game progression unit 232 progresses the first game in a first automatic input mode, which allows a second input operation including only an automatic instruction operation and an instruction operation for the second action. When the third billing process is performed using the common billing method, the game progression unit 232 progresses the first game in a second automatic input mode, which allows a second input operation including only an automatic instruction operation and an instruction operation for the third action that is free from the restriction on the second action.
[0076] [Activity A24] Next, the process proceeds to activity A24, where the acquisition unit 231 acquires the play history of the first game played by the user in accordance with the progress of the first game.
[0077] [Activity A25] Next, the process proceeds to activity A25, where control unit 23 identifies a judgment condition that has been satisfied for the first game based on the play history of the first game. Similar to the judgment condition for the second game, this judgment condition is configured to be achievable, for example, when a predetermined element content is cleared in the first game.
[0078] [Activity A26] Next, the processing proceeds to activity A26, where the granting unit 233 grants second benefit information IF1b based on the determination condition determined to be satisfied in activity A25 and the play history of the first game. In other words, the granting unit 233 grants the user second benefit information IF1b that can be used in the second game that is the source of the customer referral, based at least on the play history and reference information of the first game. The second benefit information IF1b is a benefit that can be used in games other than the first game. The specific content of the benefit of the second benefit information IF1b is the same as that of the first benefit information IF1a. In particular, the second benefit information IF1b may include a benefit related to the second game that is the source of the customer referral from the first game. This can further encourage users of the second game to purchase the first game by providing second benefit information IF1b that can benefit users who have purchased the second game.
[0079] [Activity A27] If the acquisition unit 231 acquires a command related to additional charging processing (processing for purchasing an additional option) by operating the charging operation unit while the first game is in progress, the processing proceeds to activity A27, and the control unit 23 executes the additional charging processing. The charging operation unit is included in additional purchase information IF6 related to the additional charge for the first game, which is displayed on the display 4a by the display processing unit 235. The additional purchase information IF6 is configured to be able to present information related to the additional charge for the first game. The charging operation unit is configured, for example, by a button-type UI. If the second charging processing is performed (i.e., if the first game is being played in the first automatic input mode or the second automatic input mode), the display processing unit 235 displays the additional purchase information IF6 at any timing, such as between chapters, while a chapter of the first game is in progress. In other words, the reception unit 234 receives a request from the user to execute a third charging processing (additional charging processing) for the first game after executing the second charging processing.
[0080] [Activity A28] Next, processing proceeds to activity A28, where the control unit 23 changes the input operation accepted from the user depending on the type of additional charging process. Specifically, when the third charging process is executed after the second charging process, the game progression unit 232 removes at least some of the restrictions on the types of actions of the game media performed using the second input operation. For example, the game progression unit 232 permits direct input of some of the first actions (e.g., movement, normal attack, etc.) that could not be directly input using the second input operation before the additional charging. The game progression unit 232 may remove all restrictions on the restricted actions, or may remove restrictions on some of the restricted actions. Furthermore, the game progression unit 232 may determine the types of actions for which restrictions will be removed depending on the amount of charging. With this configuration, the user can later increase the variety of input operations using the additional charging process, further increasing the user's options.
[0081] Thereafter, if the conditions for ending the first game are not met, the process returns to activity A22, and the first game continues to progress according to the billing information.
[0082] On the other hand, if the conditions for ending the first game are met, processing proceeds to activity A29, and the game progression unit 232 ends the first game.
[0083] In summary, the information processing method executed by the information processing system 1 includes the following steps. In the reception step, a request to execute a first charging process or a second charging process for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process. In the game progression step, when the first charging process is performed, the first game is progressed in accordance with a first input operation by the user, and when the second charging process is performed, the first game is progressed in accordance with a second input operation by the user. The first input operation and the second input operation include operations that operate game media in the first game. The degree to which the second input operation assists in the progress of the first game is different from the degree to which the first input operation assists in the progress of the first game.
[0084] With this configuration, the user can be provided with two different modes of operation for the game content by selecting the first billing process or the second billing process, thereby increasing the user's options and achieving both convenience and game playability.
[0085] 5. Details of data processing In this chapter, the details of the information processing outlined in the previous chapter are explained using diagrams. Note that the screen examples explained below are screen examples of the second game and the first game. The second game in the explanation below is a game that was released after the first game. Whether or not a game was released after the first game can be determined based on various date and time information related to the release dates of the games, such as the release dates of both games and copyright dates.
[0086] <Menu screen IM1> 4 is a diagram showing an example of the menu screen IM1 in the second game. The menu screen IM1 includes a formation button B1, a story button B2, and a shop button B3.
[0087] When the organization button B1 is operated, a game screen for organizing characters to be involved in the progression of the story is displayed. When the story button B2 is operated, a request to play the first game is generated. When the acquisition unit 231 acquires the play request, a game progress screen IM2, which is a game screen for progressing the first game, is displayed. When the shop button B3 is operated, a screen for performing a purchase process related to an item or game is displayed.
[0088] <Game progress screen IM2> FIG. 5 is a diagram showing an example of a game progression screen IM2 in the second game. Here, the game progression screen IM2 is a display screen when the story of Chapter 4, one of the elemental contents of the second game, has been completed. The game progression screen IM2 may display information indicating that the elemental content "Chapter 4" has been cleared, and thus bonus information IF1 corresponding to that elemental content has become available ("You've acquired a new bonus!"). When a predetermined operation is performed on the game progression screen IM2, or a certain amount of time has passed, the content displayed on the display 4a transitions from the game progression screen IM2 to a series screen IM3.
[0089] <Series Screen IM3> FIG. 6 is a diagram showing an example of a series screen IM3. The series screen IM3 is an example of a screen corresponding to the presentation information IF2. The series screen IM3 is configured to transition from the game progress screen IM2, for example. The series screen IM3 is configured to show the relationship between the second game, which is the source of customers, and the first game, which is the destination of customers, and to encourage the purchase of the first game. Hereinafter, for the sake of convenience, the second game may be referred to as "current game" and the first game may be referred to as "old game 1." For example, the series screen IM3 includes relationship information IF3 and guidance information IF4. With this configuration, by presenting the relationship between the first game and the second game to the user based on information regarding the correspondence, it is possible to arouse interest in the first game and encourage the purchase of the first game before that interest wanes.
[0090] Relationship information IF3 indicates the relationship between the first game and the second game in the first game. The relationship between the first game and the second game may include any relationship related to the worldview of both games, such as the game's story, the game's setting, the game's timeline, and the personal relationships of common characters. For example, relationship information IF3 includes visual information IF31 and text information IF32.
[0091] The visual information IF31 is configured to allow the user to visually grasp the relationship information IF3, and includes a first visual object Ob1, a progress object Ob2, a second visual object Ob3, a relationship object Ob4, and a first bonus object Ob5. This configuration makes it easy for the user to grasp the relationship between the content of the first game and the content of the second game, while encouraging the user to purchase the first game.
[0092] The first visual object Ob1 represents the content of the second game. For example, the first visual object Ob1 visually indicates the timeline of the story included in the content of the second game. Specifically, for example, the first visual object Ob1 is an arrow-shaped object that is displayed to cover a portion of the arrow indicating the timeline of the setting of the second game (the "story timeline") that corresponds to the portion of the timeline included in the story of the second game.
[0093] The progress object Ob2 is an object that indicates the progress of the second game at the time when the series screen IM3 is displayed. The progress object Ob2 can be implemented, for example, as an arrow-shaped object that points to a partial area of the first visual object Ob1. The position pointed to by the progress object Ob2 corresponds to the timing at which the element content corresponding to "Chapter 4" in the second game was cleared in relation to the chronology of the story of the second game and the chronology of the entire setting of the second game.
[0094] The second visual object Ob3 represents the content of the first game. For example, the second visual object Ob3 visually indicates the chronological order of the story included in the content of the first game. Specifically, for example, the second visual object Ob3 is an arrow-shaped object that is displayed so as to cover a position of an arrow indicating the chronological order of the setting of the second game (the "story timeline") that corresponds to a portion of the chronological order included in the story of the first game. Here, the second visual object Ob3 is placed at different positions in the visual information IF31 depending on the chronological relationship between the stories of the first game and the second game. In this embodiment, the story of the first game unfolds in a chronological order relative to the story of the second game. Therefore, the second visual object Ob3 is placed on the arrow corresponding to the "story timeline" at a position that corresponds to an earlier chronological order than the first visual object Ob1, i.e., to the left of the first visual object Ob1.
[0095] The relationship object Ob4 is an object that visually indicates the relationship between the first game and the second game, and is configured, for example, to connect the first visual object Ob1 and the second visual object Ob3 with an arrow. For example, the relationship object Ob4 indicates that information about a character that appears in the element content indicated by the progress object Ob2 appears in part of the story of the first game.
[0096] The first benefit object Ob5 is an object that indicates information about the first benefit information IF1a that is granted by completing the purchase process for the first game.
[0097] The text information IF32 is text information for explaining the relationship between the first game and the second game indicated by the visual information IF31. The text information IF32 may include various information encouraging the purchase of the first game, such as the relationship between the characters appearing in "Chapter 4," a component content of the second game, and the first game (original work 1) ("You can enjoy the story before meeting the main character, character XX, who appeared in Chapter 4, in original work 1"), the content of the first bonus information IF1a ("When you play the new game, you can enjoy additional stories in original work 1"), and the content of the second bonus information IF1b ("Once you complete original work 1, you can enjoy additional stories in the new game"). This not only encourages the purchase of original work 1 by playing the new game, but also allows the user to enjoy the new game even more by playing original work 1, creating a new motivation for interactively moving between the new and original works. This further motivates the purchase of original work 1.
[0098] The guide information IF4 is information configured to prompt the user to perform the purchase process for the first game. In this embodiment, the guide information IF4 includes a UI for prompting the purchase process using the individual billing method ("Individual Purchase") and a UI for prompting the purchase process using the shared billing method ("Subscription Purchase"). The guide information IF4 can function as a purchase operation unit. When the user operates (selects) the UI for "Individual Purchase" or "Subscription Purchase," the content displayed on the display 4a transitions from the series screen IM3 to the purchase screen IM4.
[0099] <Purchase screen IM4> 7 is a diagram showing an example of a purchase screen IM4. The purchase screen IM4 is configured to display purchase options for a previous game 1. For example, the purchase screen IM4 includes a first information object Ob6, a second information object Ob7, a first purchase information IF5a, a second purchase information IF5b, a third purchase information IF5c, a fourth purchase information IF5d, a restriction information button B4, and a target game button B5.
[0100] The first information object Ob6 is an object indicating that the current work has already been purchased. The second information object Ob7 is an object indicating that the previous work 1 is eligible for the benefit of the current work (the benefit information IF1 is granted).
[0101] The first purchase information IF5a is information including a UI that prompts the user to purchase the regular version of the previous work 1 using the individual charging method. The second purchase information IF5b is information including a UI that prompts the user to purchase the limited version of the previous work 1, which is cheaper than the regular version, using the individual charging method. The third purchase information IF5c is information including a UI that prompts the user to purchase the regular version of the previous work 1 using the joint charging method. The fourth purchase information IF5d is information including a UI that prompts the user to purchase the limited version of the previous work 1, which is cheaper than the regular version, using the joint charging method.
[0102] When the user selects the first purchase information IF5a and performs charging, the first charging process is executed using the individual charging method. When the user selects the second purchase information IF5b and performs charging, the second charging process is executed using the individual charging method. When the user selects the third purchase information IF5c and performs charging, the first charging process is executed using the common charging method. When the user selects the fourth purchase information IF5d and performs charging, the second charging process is executed using the common charging method.
[0103] When the restriction information button B4 is operated, a restriction content screen IM5 is displayed on the display 4a. When the target game button B5 is operated, information on games that can be played using the common billing method is displayed on the display 4a.
[0104] <Restriction Contents Screen IM5> FIG. 8 is a diagram showing an example of a restriction details screen IM5. The restriction details screen IM5 is an example of a screen corresponding to the additional purchase information IF6. The restriction details screen IM5 is configured to display the restrictions of the restricted version compared to the standard version and billing options to remove the restrictions. For example, the purchase screen IM4 includes restriction information IF7, option information IF8, an amount object Ob8, and a purchase button B6.
[0105] The restriction information IF7 is information configured to inform the user of the difference between the normal version and the restricted version. The option information IF8 is information configured to inform the user of the operations (input modes) that become possible by additional charging and the amount charged. The option information IF8 includes a check box CB attached for each option.
[0106] The amount object Ob8 is an object that displays the total amount charged for the options whose check boxes CB are checked in the option information IF8. When the purchase button B6 is operated, the amount displayed in the amount object Ob8 is charged to the user. When the user's payment is complete, the options whose check boxes CB are checked in the option information IF8 are enabled in the previous version 1. For example, if the user purchases (charges for) the "semi-auto" option in a billing state in which the action instruction operation (input of the second action) in the second input operation is not permitted, the second action can be input after the auto instruction operation is input (during the automatic operation of the game medium).
[0107] <Chapter screen IM6> 9 is a diagram showing an example of a chapter screen IM6 in the first game. The chapter screen IM6 is configured to display a chapter (battle scene) in the first game that requires operation of the game content. The chapter screen IM6 includes a game content GM1, a mode object Ob9, a skip button B7, an option button B8, a first operation button B9a, and a second operation button B9b.
[0108] The game medium GM1 is a character that performs a first action and a second action based on a user's input operation. In the first input operation, the game medium GM1 executes the first action or the second action input by the user. In the second input operation, the game medium GM1 automatically executes the first action and executes the second action input by the user.
[0109] The mode object Ob9 is an object that displays the current operation mode. When an automatic instruction operation of the second input operation is input, "semi-automatic" (for example, a mode in which the second operation can be input), "full-automatic" (for example, a mode in which the second operation cannot be input), etc. are displayed depending on the degree of automatic operation execution. When the automatic instruction operation is canceled, the mode object Ob9 is not displayed.
[0110] When the skip button B7 is operated, the current chapter is cleared and finished, and the next story or chapter is started. Note that the skip button B7 is not displayed in a mode where the skip function is restricted (charged mode).
[0111] When the option button B8 is operated, the restriction details screen IM5 in FIG. 8 is displayed, and the purchase of additional options by the user is accepted.
[0112] The first operation button B9a and the second operation button B9b are buttons for executing an action instruction operation included in the second input operation. That is, when the first operation button B9a or the second operation button B9b is operated, the game medium GM1 executes the second action assigned to the respective operation button (for example, using an item such as a "super bomb" or "recovery potion" that has a limited number of uses).
[0113] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0114] The amount charged in the second charging process may be greater than the amount charged in the first charging process. In this case, for example, the second input operation does not limit at least some of the types of actions of the game content caused by the first input operation, but rather enables an automatic instruction operation in addition to the types of actions of the game content caused by the first input operation.
[0115] In this case, the reception unit 234 receives from the user a request to execute a third charging process (additional charging process) for the first game after executing the first charging process. Furthermore, in this case, when the third charging process is executed after executing the first charging process, the game progression unit 232 permits the user to select between a normal mode that permits the first input operation and a non-normal mode that permits the third input operation. The third input operation includes an operation that operates the game media. Specifically, the game progression unit 232 permits the user to directly operate a first action on the game media in the normal mode (first input operation) and to command an automatic action of the game media in combination with the first action in the non-normal mode (third input operation). The degree to which the third input operation assists the progress of the first game is greater than the degree to which the first input operation assists the progress of the first game. Therefore, the user can select the normal mode when they want to operate the game media themselves and select the non-normal mode when they want to automatically progress through chapters with less user interaction. According to this configuration, the third charging process allows the user to increase the degree of assistance for the input operation later, thereby further increasing the options available to the user.
[0116] Furthermore, the user may be able to select the charge amount (purchase amount) for the charging process for the first game, and actions that the user can input may be set according to the charge amount. That is, the reception unit 234 may receive the charge amount for the charging process for the first game from the user. The game progression unit 232 may progress the first game according to the user's input operation, and may change the type of action for the game content according to the input operation according to the charge amount.
[0117] The display processing unit 235 may also display the purchase screen IM4 in cases other than when the determination condition is satisfied (i.e., when transitioning from the series screen IM3). FIG. 10 is a diagram showing an example of an item screen IM7. The item screen IM7 is a screen for displaying the series screen IM3 or the like in response to a user operation, and is configured to transition from the menu screen IM1, for example, by operating the shop button B3 on the menu screen IM1. The item screen IM7 includes an item button B10 and a related game button B11. When the item button B10 is operated, information about items in the second game owned by the user is displayed. When the related game button B11 is operated, the purchase screen IM4 is displayed. This allows the display processing unit 235 to display the purchase screen IM4 on the display 4a regardless of the progress of the game when the user operates the related game button B11, making it easier to encourage the user to perform the purchase process.
[0118] The visual information IF31 is not limited to indicating the chronological relationship between the first game and the second game, but may also indicate any relationship that has a correlation between both games, such as the relationship between characters or the relationship between settings.
[0119] The correspondence in the reference information does not have to be explicitly stored as data. For example, the reference information may simply indicate the correspondence between the destination game and the source game when a certain determination condition is met. In this case, the correspondence included in the reference information may be appropriately set so that the destination game is an older version of the source game.
[0120] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including an internal memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. transmitted from another device, as well as acquiring information, etc. generated by the device itself. The table associating parameters is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Furthermore, information, etc. corresponding to parameters may be obtained using a mathematical formula, a conditional formula, etc., without using a table.
[0121] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0122] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0123] In the above embodiment, the information processing device 2 performs various storage and control operations, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0124] The above-described embodiments may be implemented as an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each step of the information processing method. The above-described embodiments may also be implemented as an information processing method. The information processing method includes each step of a similar information processing system. The above-described embodiments may also be implemented as a program. The program causes at least one computer to execute each step of the information processing method.
[0125] Furthermore, it may be provided in the following aspects.
[0126] (1) An information processing method executed by an information processing system, comprising the following steps: in the reception step, a request to execute a first charging process or a second charging process for a first game is received from a user, and the user is permitted to execute the first game in accordance with the first charging process or the second charging process; in the game progress step, when the first charging process is performed, the first game is progressed in accordance with a first input operation by the user, and when the second charging process is performed, the first game is progressed in accordance with a second input operation by the user; the first input operation and the second input operation include operations to operate game media in the first game; and the degree to which the second input operation assists in the progress of the first game is different from the degree to which the first input operation assists in the progress of the first game.
[0127] With this configuration, the user can be provided with two different modes of operation for the game content by selecting the first billing process or the second billing process, thereby increasing the user's options and achieving both convenience and game playability.
[0128] (2) The information processing method according to (1) above, wherein the amount charged in the second charging process is different from the amount charged in the first charging process.
[0129] According to this configuration, the amount charged can be set according to the difference between the first input operation and the second input operation, which can promote the effect of achieving both convenience and game fun.
[0130] (3) In the information processing method described in (1) or (2) above, the acquisition step further acquires information about the first game, which is the destination of the customer referrals, and the user's play history of the first game, and the granting step further grants the user second bonus information that can be used in a second game, which is the source of the customer referrals and was launched after the first game, based at least on the play history of the first game and the reference information.
[0131] With this configuration, a user who plays the second game can be encouraged to purchase the first game, which is an older game than the second game, in order to obtain a benefit in the second content.
[0132] (4) In the information processing method described in any one of (1) to (3) above, in the acquisition step, information about a second game that is the source of customer referrals and that was started to be offered after the first game, and the user's play history of the second game, are acquired, and in the granting step, first benefit information that can be used in the first game that is the destination of customer referrals is granted to the user based at least on the play history of the second game and reference information.
[0133] With this configuration, a user who plays the second game can be encouraged to purchase the first game, which is an older game than the second game, in order to obtain a benefit in the first content.
[0134] (5) In the information processing method described in any one of (1) to (4) above, in the receiving step, a request is received from the user to execute the second charging process using either an individual charging method in which charging is performed by specifying the first game, or a common charging method in which charging is performed for a group of games including the first game, and the type of action of the game medium caused by the second input operation is set according to the charging method.
[0135] With this configuration, the operability can be changed depending on the billing method, further increasing the options available to the user.
[0136] (6) In the information processing method described in any one of (1) to (5) above, the game medium is capable of executing a first action and a second action that is executed during or after the first action, and in the game progression step, the game medium is caused to automatically execute the first action in response to an auto-instruction operation included in the second input operation, and the game medium is caused to execute the second action in response to an action instruction operation included in the second input operation.
[0137] With this configuration, the game medium can automatically perform a basic first action while allowing the user to execute a special second action at their will, thereby promoting the effect of achieving both convenience and game playability.
[0138] (7) In the information processing method described in any one of (1) to (6) above, the type of action of the game medium caused by the second input operation is at least partially restricted from the type of action of the game medium caused by the first input operation, and the reception step further receives a request from the user to execute a third charging process for the first game after the second charging process is executed, and the game progress step further removes at least partially the restriction on the type of action of the game medium caused by the second input operation when the third charging process is executed after the second charging process is executed.
[0139] According to this configuration, the third charging process allows the user to increase the variety of input operations later, thereby further increasing the options available to the user.
[0140] (8) In the information processing method described in any one of (1) to (6) above, the reception step further receives a request from the user to execute a third charging process for the first game after the first charging process is executed, and the game progress step further allows the user to select between a normal mode that allows the first input operation and a non-normal mode that allows a third input operation when the third charging process is executed after the first charging process is executed, the third input operation includes an operation that operates the game medium, and the degree to which the third input operation assists the progress of the first game is greater than the degree to which the first input operation assists the progress of the first game.
[0141] According to this configuration, the third charging process allows the user to increase the degree of assistance for the input operation later, thereby further increasing the options available to the user.
[0142] (9) An information processing system consisting of at least one device, the information processing system having at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (8) above.
[0143] This configuration increases the options available to the user and makes it possible to achieve both convenience and gameplay.
[0144] (10) A program that causes at least one computer to execute each step of the information processing method according to any one of (1) to (8) above.
[0145] This configuration increases the options available to the user and makes it possible to achieve both convenience and gameplay. Of course, this is not the case.
[0146] Finally, various embodiments of the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]
[0147] 1: Information processing system 2: Information processing equipment 3: Game device 4a: Display 4b: Speaker 4c: Input Device 11: Communication Network 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 231: Acquisition Department 232: Game Progression Section 233: Granting section 234: Reception 235: Display processing unit B1: Formation button B2: Story button B3: Shop button B4: Restriction information button B5: Target game button B6: Buy button B7: Skip button B8: Option button B9a: First operation button B9b: Second operation button B10: Item button B11: Related Game Button CB: Checkbox GM1: Game Media IF1: Bonus information IF1a: First bonus information IF1b: Second bonus information IF2: Presentation information IF3: Related Information IF31: Visual Information IF32: Text information IF4: Guidance information IF5a: First purchase information IF5b: Second purchase information IF5c: Third purchase information IF5d: 4th purchase information IF6: Additional purchase information IF7: Restriction information IF8: Optional information IM1: Menu screen IM2: Game progress screen IM3: Series Screen IM4: Purchase screen IM5: Restrictions screen IM6: Chapter screen IM7: Item screen Ob1: First visual object Ob2: Progress object Ob3: Second visual object Ob4: Relationship Object Ob5: First reward object Ob6: First information object Ob7: Second information object Ob8: Money object Ob9: Mode Object
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the receiving step, a request to execute a first charging process or a second charging process for a first game is received from a user, and execution of the first game is permitted to the user in accordance with the first charging process or the second charging process; in the game progression step, when the first charging process has been performed, the first game is progressed in response to a first input operation by the user, and when the second charging process has been performed, the first game is progressed in response to a second input operation by the user; In the acquiring step, information about a second game that is a customer referral source and that has been started to be provided after the first game and a play history of the second game by the user are acquired; In the granting step, first benefit information that can be used in the first game to which the customer is referred is granted to the user based on at least the play history of the second game and the reference information; the first input operation and the second input operation include an operation for operating game media in the first game; An information processing method, wherein the degree to which the second input operation assists the progress of the first game is different from the degree to which the first input operation assists the progress of the first game.
2. 2. The information processing method according to claim 1, An information processing method, wherein the amount charged in the second charging process is different from the amount charged in the first charging process.
3. 2. The information processing method according to claim 1, In the acquiring step, information about the first game to which the customer is referred and a play history of the first game by the user are acquired; In the providing step, second benefit information that can be used in the second game is provided to the user based at least on the play history of the first game and the reference information.
4. 2. The information processing method according to claim 1, In the receiving step, a request to execute the second charging process is received from the user using either an individual charging method for specifying and charging the first game, or a common charging method for charging a group of games including the first game; An information processing method, in which the type of action of the game medium caused by the second input operation is set according to the billing method.
5. 2. The information processing method according to claim 1, The game medium is capable of executing a first action and a second action that is executed during or after the first action, In the game progression step, the game medium is caused to automatically execute the first action in accordance with an auto-instruction operation included in the second input operation, and the game medium is caused to execute the second action in accordance with an action instruction operation included in the second input operation.
6. 2. The information processing method according to claim 1, the types of actions of the game medium resulting from the second input operation are at least partially limited from the types of actions of the game medium resulting from the first input operation; the receiving step further includes receiving a request from the user to execute a third charging process for the first game after the second charging process has been executed; The game progression step further comprises: An information processing method in which, when the third charging process is executed after the second charging process is executed, at least some of the restrictions on the type of action of the game medium caused by the second input operation are lifted.
7. 2. The information processing method according to claim 1, the receiving step further includes receiving a request from the user to execute a third charging process for the first game after the first charging process has been executed; The game progression step further comprises: when the third charging process is executed after the first charging process is executed, permitting the user to select between a normal mode in which the first input operation is permitted and a non-normal mode in which the third input operation is permitted; the third input operation includes an operation for operating the game medium; An information processing method, wherein the degree to which the third input operation assists the progress of the first game is greater than the degree to which the first input operation assists the progress of the first game.
8. An information processing system comprising at least one device, An information processing system comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 7.
9. A program, A program that causes at least one computer to execute each step of the information processing method according to any one of claims 1 to 7.
Citation Information
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