Information processing program, information processing method, and information processing system
A dual play mode system in games ensures player engagement by combining input-based and time-based progression, addressing the motivation drop from skip functions by linking rewards to actual playtime.
Patent Information
- Application Number
- JP2022139402
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-01
- Publication Date
- 2026-01-16
- Estimated Expiration
- 2041-10-29
AI Technical Summary
Repeating games multiple times to acquire desired items reduces player motivation due to the diminished interest caused by a skip function that allows players to bypass gameplay.
Implementing a dual play mode system where gameplay progresses based on player input in one mode and elapsed time in another, with non-overlapping characters and rewards determined by elapsed time in the second mode, allowing simultaneous play of both modes.
Enhances player motivation by maintaining engagement through varied gameplay experiences while ensuring rewards are tied to actual playtime, preventing a decrease in motivation.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, there is known a game in which a plurality of game fields are provided and a different game field is selected each time a game is played, as shown in Patent Document 1. A player needs to play the game repeatedly to acquire desired items, experience points, etc., and having a different game field each time a game is played can increase motivation to play. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6464618 Summary of the Invention [Problem to be solved by the invention]
[0004] As described above, repeating a game multiple times takes a long time, and many players may give up on acquiring desired items, etc. Therefore, some games are known that include a skip function or the like that allows players to skip playing the game while still acquiring items, etc., in the same way as if they had played the game.
[0005] However, if a function that allows players to skip playing the game is provided, there is a problem that the player's motivation to actually play the game is reduced, and the original interest of the game is diminished.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can prevent a player's motivation to play from decreasing. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program A first play mode in which the game stage progresses based on the player's operations input while the game screen is displayed. or a process of allowing a player to select a character to be used in a game in a second play mode in which the game stage progresses over time without requiring a player's operation input or display of a game screen; The first play mode When the game is started, a process of progressing the game based on the player's operation input; The aforementioned When the game is started in the second play mode, a process of progressing the game stage based on the elapsed time; The computer executes the following: the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously. the law of nature , When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. . In order to solve the above problem, an information processing program When the game is started in a first play mode in which the game stage progresses based on a player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses as time passes and no operation input by the player or display of a game screen is required; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; The computer executes the following: the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel.
[0008] In addition, the information processing program before In the first play mode, a skip operation by a player is accepted. Reason, Then, the computer executes the above. When a skip operation is received in the first play mode, the process of progressing the game based on the operation input of the player skips one or more game stages and starts the game from a second game stage. It may also be possible to use the following.
[0010] In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: A first play mode in which the game stage progresses based on the player's operations input while the game screen is displayed. or a process of allowing a player to select a character to be used in a game in a second play mode in which the game stage progresses over time without requiring a player's operation input or display of a game screen; The first play mode When the game is started, a process of progressing the game based on the player's operation input; The aforementioned When the game is started in the second play mode, a process of progressing the game stage based on the elapsed time; Including, the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously. the law of nature , When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. . In order to solve the above problem, an information processing method includes: An information processing method performed by a computer, comprising: When the game is started in a first play mode in which the game stage progresses based on a player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses as time passes and no operation input by the player or display of a game screen is required; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; Including, the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel.
[0011] In order to solve the above problem, the information processing system includes: A first play mode in which the game stage progresses based on the player's operations input while the game screen is displayed. or a process of allowing a player to select a character to be used in a game in a second play mode in which the game stage progresses over time without requiring a player's operation input or display of a game screen; The first play mode When the game is started, a process of progressing the game based on the player's operation input; The aforementioned When the game is started in the second play mode, a process of progressing the game stage based on the elapsed time; The computer performs the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously. the law of nature , When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. . In order to solve the above problem, the information processing system includes: When the game is started in a first play mode in which the game stage progresses based on a player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses as time passes and no operation input by the player or display of a game screen is required; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; The computer performs the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. [Effects of the Invention]
[0012] According to the present invention, it is possible to increase the player's motivation to play. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram illustrating an example of a top screen of a dungeon quest, Fig. 3B is a diagram illustrating an example of a character selection screen, and Fig. 3C is a diagram illustrating an example of a skill selection screen. [Figure 4]Fig. 4A is a first diagram illustrating an example of a game screen. Fig. 4B is a diagram illustrating an example of a stage clear screen. Fig. 4C is a second diagram illustrating an example of a game screen. Fig. 4D is a diagram illustrating an example of a result screen. [Figure 5] FIG. 5 is a diagram illustrating the relationship between floor numbers and stages. [Figure 6] Fig. 6A is a diagram illustrating an example of a skip floor selection screen. Fig. 6B is a diagram illustrating an example when the skip floor selection operation unit is operated. Fig. 6C is a diagram illustrating an example of a skip reward screen. Fig. 6D is a diagram illustrating an example of a game screen when the skip function is used. [Figure 7] FIG. 7 is a diagram illustrating the relationship between the maximum reachable floor number and the number of floors that can be skipped. [Figure 8] Fig. 8A is a diagram illustrating an example of an autoplay mode setting screen. Fig. 8B is a diagram illustrating an example of a top screen displayed during dungeon quest play in autoplay mode. Fig. 8C is a diagram illustrating an example of an interim termination dialog 52. Fig. 8D is a diagram illustrating an example of a result screen in autoplay mode. [Figure 9] Fig. 9A is a diagram illustrating an example of a skip floor selection screen for autoplay mode, and Fig. 9B is a diagram illustrating the remaining time when the skip function is used in autoplay mode. [Figure 10] FIG. 10 is a diagram illustrating an example of the normal remuneration table. [Figure 11] FIG. 11 is a diagram illustrating an example of a skip reward table. [Figure 12] FIG. 12 is a diagram illustrating an example of an auto-reward table. [Figure 13] FIG. 13 is a diagram illustrating an example of a breakdown of rewards for each table category. [Figure 14] FIG. 14 is a diagram illustrating the memory configuration of the player terminal and its functions as a computer. [Figure 15]FIG. 15 is a diagram illustrating the memory configuration of the server and its functions as a computer. [Figure 16] FIG. 16 is a sequence diagram illustrating basic processing in the player terminal and the server. [Figure 17] FIG. 17 is a flowchart illustrating the preparation process in the player terminal. [Figure 18] FIG. 18 is a flowchart illustrating the skip setting process in the player terminal. [Figure 19] FIG. 19 is a flowchart illustrating the start process in the server. [Figure 20] FIG. 20 is a flowchart illustrating the reward lottery process in the server. [Figure 21] FIG. 21 is a flowchart illustrating the normal play execution process at the player terminal. [Figure 22] FIG. 22 is a flowchart illustrating the autoplay ending process in the server. DETAILED DESCRIPTION OF THE INVENTION
[0014] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0015] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system that includes a player terminal 1 (game terminal), a server 100, and a communication network 200 having a communication base station 200a.
[0016] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game, and the game can progress through cooperation between the player terminal 1 and the server 100.
[0017] The player terminal 1 can establish communication with the server 100 via the communication network 200. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0018] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates various pieces of information (hereinafter referred to as player information) for each player identification information (hereinafter referred to as player ID) for identifying a player playing a game. The server 100 also updates the accumulated information based on operations input from the player terminals 1.
[0019] The communication base station 200a is connected to the communication network 200 and wirelessly transmits and receives information to and from the player terminal 1. The communication network 200 is made up of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0020] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a memory 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0021] 2B , the server 100 includes a CPU 110, a memory 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124. The configurations and functions of the CPU 110, memory 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, memory 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and a description of the server 100 will be omitted.
[0022] The CPU 10 runs programs stored in the memory 12 and controls the progress of the game. The memory 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The memory 12 is connected to the CPU 10 via a bus 14.
[0023] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0024] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the memory 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station 200a for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network 200. In the player terminal 1, the programs and the like received from the server 100 are stored in the memory 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0028] (Game content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be described using an example. A player can own characters acquired through a lottery known as gacha, or characters distributed by the operator. A player can play quests using the characters he or she owns (hereinafter referred to as "owned characters").
[0029] 3A is a diagram illustrating an example of the top screen of a dungeon quest. During the game, a menu bar 30 is displayed at the bottom of the display 26. The menu bar 30 has multiple selection sections, including a party formation selection section 30a, a quest selection section 30b, and an enhancement selection section 30c.
[0030] When the party formation selection section 30a is tapped, a party formation screen (not shown) is displayed. The player can select four owned characters on the party formation screen to form a party. Although a detailed explanation is omitted, on the party formation screen, the owned characters formed into the party can be equipped with equipment such as weapons.
[0031] When the strengthening selection section 30c is tapped, a strengthening screen (not shown) is displayed. On the strengthening screen, the player can strengthen the characters and equipment they own.
[0032] Furthermore, when the quest selection section 30b is tapped, a quest selection screen (not shown) is displayed. A plurality of types of quests are displayed on the quest selection screen. The game device G of this embodiment provides action RPG (Roll Playing Game) as quests. In each quest, the player can move and attack characters placed in a virtual game space captured by a virtual camera. Each quest is cleared by satisfying a clearing condition, such as annihilating all enemy characters or defeating a predetermined boss character. Here, a plurality of types of quests with different virtual game spaces and difficulty levels are provided.
[0033] The quests include quests that can only be played in single play by a single player, quests that can only be played in multiplayer by multiple players, and quests that can be played in either single play or multiplayer.
[0034] Quests are broadly divided into regular quests, which are played using a party of four owned characters, and special quests, which are played using only one owned character. In regular quests, you can use owned characters and equipment that you have strengthened on the strengthening screen described above. On the other hand, in special quests, you can strengthen owned characters that are exclusive to special quests, and the parameters of owned characters and other items used for regular quests do not carry over to special quests. Furthermore, equipment strengthened for regular quests cannot be used in special quests.
[0035] In other words, the normal quests and the special quests are completely different types of games. However, in this embodiment, special items can be acquired in special quests. These special items can be used in normal quests or to strengthen equipment for normal quests. In this way, by making it possible to use special items acquired in special quests in normal quests, the relationship between the normal quests and the special quests is strengthened, and motivation to play both quests is increased.
[0036] In this embodiment, a dungeon quest is provided as a special quest. A dungeon quest starts with the first floor stage, and each time a stage is cleared, the floor number increases by one. Finally, when the 50th floor stage is cleared, the dungeon quest is completely cleared. In the dungeon quest, stages corresponding to floors that are multiples of 5 are set as boss stages, and stages corresponding to other floors are set as normal stages.
[0037] A labyrinth is set as the virtual game space in the normal stage. A start point and a goal point are set in this labyrinth, and at the start of the game, one character selected by the player (hereafter referred to as the target character) is placed at the start point. When the player gets the target character to the goal point, the normal stage is cleared and the player can proceed to the next floor.
[0038] In addition, enemy characters called small fry characters are placed in the normal stages, and the player must progress through the labyrinth while defeating them. Each target character has a set HP, and HP decreases as they receive attacks from enemy characters. When the target character's HP reaches 0, the game is over.
[0039] Here, the clearing condition for a normal stage is not limited to reaching the goal point. For example, the clearing condition may be set to defeat all of the minor characters placed in the labyrinth. In this case, the clearing condition may be different for each normal stage, or the clearing condition may be the same for all normal stages.
[0040] Additionally, boss stages feature one or more boss characters, which are enemy characters. A boss stage is cleared by defeating all of the boss characters placed there, and the player can proceed to the next floor. In both normal stages and boss stages, the higher the floor, the more powerful enemy characters are placed there, and the higher the floor, the higher the difficulty level. In dungeon quests, players are given rewards according to the floor they reach. The higher the floor they reach, the rarer the rewards they are given.
[0041] When a dungeon quest is selected on a quest selection screen (not shown), the dungeon quest top screen shown in Fig. 3A is displayed. The dungeon quest top screen is provided with a normal play mode selection operation section 32a, an enhanced operation section 32b, and an auto play mode selection operation section 32c.
[0042] Dungeon Quest has two play modes: normal play mode (first play mode) and auto play mode (second play mode). In normal play mode, the game stage progresses based on player operations input while the game screen is displayed. In auto play mode, the game stage progresses over time without the need for player operation input or game screen display.
[0043] The normal play mode selection operation unit 32a corresponds to the normal play mode, and the auto play mode selection operation unit 32c corresponds to the auto play mode. The player can select a play mode by tapping the normal play mode selection operation unit 32a or the auto play mode selection operation unit 32c. When the normal play mode selection operation unit 32a is tapped, a character selection screen is displayed and the game is ready for the normal play mode.
[0044] FIG. 3B is a diagram illustrating an example of a character selection screen. The character selection screen displays multiple character icons 34a corresponding to owned characters. Each character icon 34a displays an image that identifies the character and the maximum floor that the corresponding character has reached in a dungeon quest. The player can select a target character by tapping a character icon 34a on the character selection screen.
[0045] Additionally, on the character selection screen, a character tab 34b and a skill tab 34c are provided above the character icon 34a. While the character selection screen is displayed, the character tab 34b is highlighted. When the skill tab 34c is tapped on the character selection screen, the skill selection screen is displayed.
[0046] FIG. 3C is a diagram illustrating an example of a skill selection screen. While the skill selection screen is displayed, a skill tab 34c is highlighted. A plurality of skill icons 34d are displayed on the skill selection screen. An image that allows the skill to be identified is displayed on the skill selection screen. A player can select a skill by tapping a skill icon 34d on the skill selection screen.
[0047] Here, a skill refers to a special ability that the target character can activate. Examples of skills include attack skills that can inflict greater damage on enemy characters than normal attacks, defense skills that increase the target character's defense, and recovery skills that restore the target character's HP. The player can select a skill to use in a dungeon quest by tapping the skill icon 34d on the skill selection screen. Here, the player can set multiple skills that can be used in a dungeon quest.
[0048] When the character tab 34b is tapped on the skill selection screen, a character selection screen is displayed on the display 26. The character selection screen and the skill selection screen are also provided with a return operation unit 34e, a skip operation unit 34f, and a start operation unit 34g. When the return operation unit 34e is tapped, the top screen shown in FIG. 3A is displayed on the display 26. When the skip operation unit 34f is tapped, a skip floor selection screen, which will be described later, is displayed. When the start operation unit 34g is tapped, a dungeon quest is started in normal play mode using the target character and skill selected by the player.
[0049] FIG. 4A is a first diagram illustrating an example of a game screen. FIG. 4B is a diagram illustrating an example of a stage clear screen. FIG. 4C is a second diagram illustrating an example of a game screen. FIG. 4D is a diagram illustrating an example of a result screen. When a dungeon quest in normal play mode is started, a virtual game space corresponding to the first floor stage is displayed on display 26. A target character image 40a is displayed in the center of the virtual game space.
[0050] The player can move the target character image 40a in a desired direction by inputting a direction instruction operation on the touch panel. A direction instruction operation is an operation of continuously touching the touch panel for a predetermined period of time or more. For example, if the touch position on the touch panel is touched and then slid upward, the target character image 40a moves upward in the virtual game space. Note that since the target character image 40a is basically displayed near the center of the display 26, in this case the screen is updated so that the virtual game space moves from top to bottom.
[0051] Furthermore, the player can make the target character image 40a perform an attack action by inputting an attack operation on the touch panel. An attack operation is, for example, a tap operation on the touch panel. When the target character image 40a performs an attack action, it can inflict damage on surrounding enemy characters.
[0052] Also displayed on the game screen are a target character information display section 40b, a dragon display section 40c, and three skill operation sections 40d. The target character information display section 40b displays the target character's icon and the target character's HP. The dragon display section 40c displays a dragon icon. Although a detailed explanation will be omitted, in Dungeon Quest, the player can acquire dragons during play. The player can transform into the acquired dragon for a limited time. In other words, the player can change the target character into the acquired dragon for a limited time.
[0053] Compared to normal target characters, dragons deal more damage to enemy characters, and while transformed into a dragon, the target character's HP does not decrease, allowing the player to advance through dungeon quests at an advantage. The player can change the target character to a dragon by tapping the dragon display section 40c.
[0054] The conditions for transforming into a dragon are set in advance, and if the conditions are not met, the dragon display section 40c is grayed out, as shown in Fig. 4A. In this state, the dragon display section 40c does not accept any operations, and the character cannot transform into a dragon.
[0055] The skill operation section 40d displays icons corresponding to skills possessed by the player. The player can activate a skill by tapping the skill operation section 40d. The player can acquire skills while playing a dungeon quest. Therefore, the player can use skills acquired during play in addition to skills set before starting a dungeon quest.
[0056] The conditions for activating a skill are set in advance, and if the conditions are not met, the skill operation section 40d is grayed out, as shown in Figure 4A. In this state, the skill operation section 40d does not accept any operations, and the skill cannot be activated.
[0057] When a stage is cleared, the stage clear screen shown in FIG. 4B is displayed. In normal play mode, a reward is awarded to the player each time a stage is cleared. Hereinafter, the reward awarded to the player each time a stage is cleared is referred to as the stage reward. A stage reward is set for each stage, and when a stage is cleared, the stage reward awarded to the player is determined by lottery.
[0058] Stage rewards include experience points, points, weapons, dragons, and skills. Experience points are awarded to the target character. When the experience points earned as stage rewards reach a certain value, the target character's level increases. When the target character's level increases, the target character's parameters, such as attack power, also increase.
[0059] Points earned as stage rewards can be used to strengthen owned characters. Specifically, when the strengthening operation section 32b is tapped on the top screen shown in FIG. 3A, a character strengthening screen dedicated to dungeon quests is displayed. On this character strengthening screen, points can be spent to increase the parameters of owned characters in dungeon quests.
[0060] Weapons, dragons, and skills acquired as stage rewards can be used in the dungeon quest you are currently playing. However, weapons, dragons, and skills acquired as stage rewards can only be used in the dungeon quest you are currently playing, and the data will be erased when the dungeon quest you are currently playing ends. In other words, weapons, dragons, and skills acquired as stage rewards cannot be carried over to the next or subsequent dungeon quest. On the other hand, experience points and points acquired as stage rewards will be accumulated at the end of the dungeon quest you are currently playing.
[0061] When the close operation section 40e on the stage clear screen is tapped, the stage clear screen disappears. Then, as shown in FIG. 4C, the virtual game space of the next stage floor is displayed and the dungeon quest resumes. In this embodiment, when the dungeon quest is played in normal play mode, the stage of each floor is determined as follows:
[0062] Figure 5 is a diagram explaining the relationship between floor numbers and stages. The first floor has only one normal stage, Stage 1, so a dungeon quest always starts from Stage 1. Once Stage 1 is cleared, the second floor stage begins. The second floor has five normal stages, Stages 2A, 2B, 2C, 2D, and 2E, and one of these five normal stages is determined by lottery.
[0063] As mentioned above, floors that are not multiples of 5 are normal stages. Each normal stage floor, except for the first floor, has five different normal stages, and the stage the player will play is determined from among the five. The five normal stages on the same floor have slightly different levels of difficulty.
[0064] On the other hand, only one boss stage is provided on each floor that serves as a boss stage. Therefore, the player will always play the same boss stage on floors that are multiples of 5. Note that, like floors that serve as normal stages, floors that serve as boss stages may also be provided with multiple boss stages of different difficulty levels.
[0065] In this way, the stages to be cleared are determined randomly, so the route will be different each time you play, reducing the player's sense of boredom. When you clear the top stage and completely complete the dungeon quest, or when the game is over, the result screen shown in Figure 4D is displayed.
[0066] The result screen displays a list of rewards awarded to the player. The result screen also displays the experience points, points, and items acquired during play. As mentioned above, weapons, dragons, and skills acquired during play cannot be carried over to subsequent dungeon quests. Therefore, weapons, dragons, and skills acquired as stage rewards during play are not displayed on the result screen.
[0067] In contrast, stage rewards include special items that can be used in normal quests and other dungeon quests, and special items acquired during play are displayed on the result screen. When the close operation unit 40e on the result screen is tapped, the top screen shown in Figure 3A is displayed, and the dungeon quest in normal play mode ends.
[0068] Here, the dungeon quest is equipped with a skip function. When the player uses the skip function in normal play mode, the player can skip the number of floors selected by the player and play the dungeon quest from a predetermined floor. When the skip operation unit 34f is tapped on the character selection screen shown in FIG. 3B or the skill selection screen shown in FIG. 3C with the target character and skill selected, a skip floor selection screen is displayed.
[0069] FIG. 6A is a diagram illustrating an example of a skip floor selection screen. FIG. 6B is a diagram illustrating an example of a case where the skip floor selection operation unit is operated. FIG. 6C is a diagram illustrating an example of a skip reward screen. FIG. 6D is a diagram illustrating an example of a game screen when the skip function is used. As shown in FIG. 6A, a skip floor selection operation unit 42 is displayed on the skip floor selection screen. The skip floor selection operation unit 42 displays the floors that can be skipped. In the example shown in FIG. 6A, three skip floor selection operation units 42 are displayed, each labeled 5F, 10F, and 15F. The floors that can be skipped are set every 5 floors, and the player can set the number of floors to be skipped within the range of the maximum reachable floors of the selected target character.
[0070] 7 is a diagram illustrating the relationship between the maximum reachable floor number and the number of floors that can be skipped. As shown in FIG. 7, a character ID is associated with each character that a player can own. When a player selects a target character from among the characters they own and plays a dungeon quest, the maximum reachable floor among the floors reached by that target character, i.e., the cleared floor number, is stored as the maximum reachable floor.
[0071] The player can set the skip floor in increments of five floors within the maximum reachable floor range of the character selected as the target character. For example, the maximum reachable floors of characters with character IDs "0001" and "0002" are floors 0 and 3, respectively. Therefore, when these characters are selected as the target characters, the number of floors that can be skipped is always floor 0. In other words, when characters with character IDs "0001" and "0002" are selected, the player cannot use the skip function.
[0072] For example, the maximum floors that can be reached by characters with character IDs "0003" and "0004" are the 5th and 9th floors, respectively. Therefore, when these characters are selected as target characters, the number of floors that can be skipped is 5. For example, the maximum floors that can be reached by characters with character IDs "0005" and "0006" are the 10th and 14th floors, respectively. Therefore, when these characters are selected as target characters, the player can choose to skip either the 5th or 10th floor.
[0073] In this case, the maximum number of floors that can be skipped is set to 30. Therefore, for characters whose maximum floor reach is 30 or more, the floors that can be skipped are 5th, 10th, 15th, 20th, 25th, and 30th floors.
[0074] However, the above number of floors that can be skipped is merely an example. For example, there is no requirement for an upper limit on the number of floors that can be skipped. Also, the number of floors that can be skipped does not have to be every fifth floor, but may be the same as the maximum floor that can be reached. Furthermore, the number of floors that can be skipped may not be set for each owned character, but may be set based on the player's maximum floor that can be reached.
[0075] As shown in Fig. 6A, the skip floor selection screen displays a skip floor selection operation unit 42 corresponding to the floors that the player can skip. When the skip floor selection operation unit 42 is tapped, a start operation unit 34g is displayed on the skip floor selection screen as shown in Fig. 6B, and when the start operation unit 34g is tapped, a skip reward screen as shown in Fig. 6C is displayed.
[0076] As will be described in more detail below, when the skip function is used, a skip reward is awarded to the player according to the number of floors skipped. The skip reward is the same type of reward as the stage reward described above, and the skip reward screen displays a list of the skip rewards that have been earned.
[0077] Then, when the close operation section 40e on the skip reward screen is tapped, the skip reward screen disappears and the game screen is displayed as shown in FIG. 6D. In this case, floors 1 to 15 have been skipped, so the game screen for the 16th floor stage is displayed. In this way, when the skip function is used, the dungeon quest in normal play mode begins from the floor following the skipped floor.
[0078] As described above, by using the skip function in normal play mode, the player can play the dungeon quest from an intermediate floor. Therefore, the skip rewards include weapons, dragons, and skills, and the player can use the weapons and other items acquired as skip rewards in subsequent dungeon quests.
[0079] In contrast, when the autoplay mode selection operation unit 32c is tapped on the top screen shown in Figure 3A, the game enters a state where the game is ready for autoplay mode. Even in this state, the character selection screen is displayed, allowing the player to select one of the characters they own as the target character. When the target character is selected on the character selection screen, the autoplay mode setting screen is displayed.
[0080] 8A is a diagram illustrating an example of an autoplay mode setting screen. As shown in FIG. 8A, the autoplay mode setting screen displays an image of the character selected by the player as the target character. Similarly to the above, the autoplay mode setting screen also includes a return operation unit 34e, a skip operation unit 34f, and a start operation unit 34g, as well as a formation operation unit 50a, a reached floor display unit 50b, and a reached time display unit 50c.
[0081] When the formation operation section 50a is tapped, the target character can be changed or the owned character can be strengthened. The reached floor display section 50b displays the maximum floor that the target character can reach. As described above, the autoplay mode is a play mode in which the game stage, i.e., the number of floors, advances over time without the player's operation input or the display of the game screen. More specifically, in the autoplay mode, the target character's reached floor is determined according to the elapsed time from the start. Therefore, the autoplay mode gives the player the impression that the target character is automatically progressing through a dungeon quest.
[0082] The maximum floor that can be reached in autoplay mode is set according to the maximum floor that the player has reached in normal play mode. However, there is an upper limit to the maximum floor that can be reached in autoplay mode, which is set to 30 floors in this example. Therefore, if the player has previously reached floor 30 or higher in normal play mode, the target character can reach floor 30 in autoplay mode.
[0083] The maximum floor that can be reached in auto play mode is set in increments of 5. Therefore, for example, if the player's maximum reachable floor is floors 5 to 9, the maximum floor that can be reached in auto play mode will be floor 5, and if the player's maximum reachable floor is floors 10 to 14, the maximum floor that can be reached in auto play mode will be floor 10.
[0084] Furthermore, the type of target character does not affect the maximum floor that can be reached in autoplay mode. For example, if the player's maximum reachable floor is 30, then the maximum floor that can be reached in autoplay mode will be 30 regardless of which target character is selected. However, the maximum floor that can be reached in autoplay mode may be set for each target character. For example, for a target character that has previously reached the 30th floor, the maximum floor that can be reached may be set to 30, and for a target character that has previously only reached the 8th floor, the maximum floor that can be reached may be set to 5.
[0085] Although an upper limit is set for the maximum number of floors that can be reached in autoplay mode, such an upper limit is not essential. Also, although the maximum number of floors that can be reached is set in increments of five, the maximum number of floors that can be reached in autoplay mode may be exactly the same as the maximum number of floors that the player can reach.
[0086] In addition, the player cannot select the maximum floor that can be reached in autoplay mode. That is, the maximum floor that can be reached is automatically set based on the maximum floor that the player has previously reached. However, the player may be able to arbitrarily set the floor that the target character will reach in autoplay mode.
[0087] The arrival time display section 50c displays the time required for the target character to reach the maximum reachable floor. In the example shown in Fig. 8A, the arrival floor display section 50b displays 30F, and the arrival time display section 50c displays 5 hours. Therefore, in this case, it is shown that it will take 5 hours for the target character to reach the 30th floor.
[0088] Although not shown in the figure, the time required to reach each floor in autoplay mode is preset. Specifically, it takes 30 minutes to reach the fifth floor, one hour to reach the tenth floor, and one hour is added for every five floors thereafter.
[0089] When the start operation unit 34g is tapped on the autoplay mode setting screen, a dungeon quest in autoplay mode begins. When the dungeon quest starts, the counting of elapsed time begins. While the counting of elapsed time is in progress, the dungeon quest is being played in autoplay mode.
[0090] Fig. 8B is a diagram illustrating an example of the top screen when playing a dungeon quest in autoplay mode. Fig. 8C is a diagram illustrating an example of an interim termination dialog 52. Fig. 8D is a diagram illustrating an example of a result screen in autoplay mode. When playing a dungeon quest in autoplay mode, the remaining time is displayed in the autoplay mode selection operation unit 32c on the top screen of the dungeon quest. The remaining time displayed in the autoplay mode selection operation unit 32c is the time remaining until the maximum reachable floor number is reached.
[0091] Before the remaining time reaches 0, that is, while playing a dungeon quest in autoplay mode, if the autoplay mode selection operation unit 32c is tapped, an abort dialogue 52 shown in FIG. 8C is displayed. The player can forcibly terminate a dungeon quest in autoplay mode midway through. If a dungeon quest in autoplay mode is forcibly terminated, the player will be awarded a reward according to the time that has elapsed at that point.
[0092] As described above, the times required to reach the 5th, 10th, 15th, 20th, 25th, and 30th floors are 30 minutes, 1 hour, 2 hours, 3 hours, 4 hours, and 5 hours, respectively. The reward to be given to the player is determined based on the time required to reach each floor. Specifically, if less than 30 minutes have elapsed since the forced termination, the player will not be given a reward. In this case, the mid-game termination dialog 52 displays a message indicating that the player will not be given a reward.
[0093] For example, if the time elapsed when the game was forcibly terminated was 30 minutes or more but less than one hour, the player will be awarded a reward equivalent to the fifth floor. For example, if the time elapsed when the game was forcibly terminated was 4 hours or more but less than five hours, the player will be awarded a reward equivalent to the 25th floor. In this way, even if the game is forcibly terminated, the player can still earn a reward, and the longer the elapsed time, the more advantageous the reward will be.
[0094] The mid-game termination dialog 52 is provided with a cancel operation section 52a and an end operation section 52b. When the cancel operation section 52a is tapped, the mid-game termination dialog 52 is closed and the top screen shown in FIG. 8B is displayed. When the end operation section 52b is tapped, the dungeon quest in autoplay mode is forcibly terminated and the autoplay mode result screen is displayed. The autoplay mode result screen is also displayed when the autoplay mode selection operation section 32c is tapped when the remaining time is 0, that is, when the dungeon quest in autoplay mode has ended.
[0095] As shown in FIG. 8D, the result screen in autoplay mode displays the number of floors reached and a list of rewards. Note that rewards for dungeon quests in autoplay mode include experience points, points, and special items, but do not include weapons, skills, dragons, etc. In other words, rewards for dungeon quests in autoplay mode are limited to rewards that can be carried over to other games or subsequent dungeon quests. When the close operation unit 40e on the result screen is tapped, the result screen disappears and the top screen shown in FIG. 3A is displayed. This allows the dungeon quest to be restarted in autoplay mode.
[0096] Note that the player can also play a dungeon quest in normal play mode while playing a dungeon quest in auto play mode. In other words, the player can play a dungeon quest in normal play mode and a dungeon quest in auto play mode simultaneously. However, the target characters cannot be duplicated in both simultaneous play modes.
[0097] Specifically, when the normal play mode selection operation section 32a is tapped during dungeon quest play in auto play mode, the character selection screen is displayed so that the owned character selected as the target character in auto play mode cannot be selected as the target character.
[0098] Furthermore, the player can also use the skip function in autoplay mode. When the skip operation unit 34f is tapped on the autoplay mode setting screen shown in Fig. 8A, a skip floor selection screen for autoplay mode is displayed.
[0099] FIG. 9A is a diagram illustrating an example of a skip floor selection screen for autoplay mode. FIG. 9B is a diagram illustrating the remaining time when the skip function is used in autoplay mode. As shown in FIG. 9A, a skip floor selection operation unit 54 is displayed on the skip floor selection operation unit 54 on the autoplay mode skip floor selection screen. The skip floor selection operation unit 54 displays the floors that can be skipped. In the example shown in FIG. 9A, three skip floor selection operation units 54 are displayed, each labeled 5F, 10F, and 15F. In autoplay mode, the floors that can be skipped are set every five floors, and the player can set the number of floors to be skipped within the range of the maximum reachable floors of the selected target character, just as in normal play mode.
[0100] The skip function in autoplay mode has the effect of shortening the remaining time. In other words, when the skip function is used in autoplay mode, the time required to reach the maximum reachable floor is shortened. The time saved is equal to the time required to reach each floor. For example, skipping to the 5th, 10th, and 15th floors shortens the required time by 30 minutes, 1 hour, and 2 hours, respectively. The skip floor selection operation unit 54 displays the number of floors to be skipped as well as the time saved.
[0101] When skip floor selection operation unit 54 is tapped, start operation unit 34g shown in Fig. 6B is displayed. When start operation unit 34g is tapped, a dungeon quest begins in autoplay mode using the skip function. In this case, as shown in Fig. 9B, autoplay mode selection operation unit 32c displays the remaining time obtained by subtracting the time corresponding to the number of floors skipped from the time required to reach the maximum number of floors.
[0102] As described above, when a skip operation (tapping the skip floor selection operation unit 42) is received in normal play mode, floors are skipped and the game starts from a predetermined floor. In contrast, when a skip operation (tapping the skip floor selection operation unit 54) is received in auto play mode, the time required to reach the predetermined floor is reduced. In this way, the skip function provides different benefits depending on the play mode used.
[0103] The type of reward determined in autoplay mode is the same as the type of reward determined in normal play mode. Therefore, the provision of autoplay mode may reduce motivation to play dungeon quests in normal play mode. Therefore, the time required to reach each floor in autoplay mode is set longer than the time required to reach the same floor in normal play mode.
[0104] For example, it takes 5 hours to reach the 30th floor in auto play mode. In contrast, it takes about 1 hour to reach the 30th floor when playing in normal play mode. Note that this time is the average time for all players who reached the 30th floor; the shortest time to reach the 30th floor is even shorter. Thus, the relationship that the time required to reach a given floor in auto play mode is longer than the shortest and average times to reach the same floor in normal play mode holds true for all floors. Note that the time required to reach a given floor in auto play mode may be longer than the estimated time derived from a simulation based on various parameters set by the developer or the arrival time based on a simulation by AI.
[0105] As described above, in auto play mode, it takes a longer time to acquire rewards than in normal play mode, which increases the motivation to play dungeon quests in normal play mode.
[0106] In this embodiment, the types of rewards that can be obtained in auto play mode are the same as the types of rewards that can be obtained in normal play mode, but the normal play mode is set to be more advantageous for the player in terms of obtaining rewards than the auto play mode.
[0107] FIG. 10 is a diagram illustrating an example of a normal reward table. In this embodiment, the reward to be given to the player is determined by lottery using the reward table. The reward table is broadly divided into three table categories: a normal reward table, a skip reward table, and an auto reward table. The normal reward table is a reward table used when a dungeon quest is played in normal play mode. The skip reward table is a reward table used when the skip function is used in normal play mode. The auto reward table is a reward table used when a dungeon quest is played in auto play mode.
[0108] As shown in FIG. 10, a normal reward table is provided for each stage. As an example, FIG. 10 shows normal reward tables for Stage 1, Stage 2A, Stage 2B, Stage 5, and Stage 20. Furthermore, the normal reward table for each stage is further provided for each type of reward. FIG. 10 shows normal reward tables for weapons, items, skills, points, experience points, and special items.
[0109] According to the normal weapon reward table, weapons that can be used while playing a dungeon quest in normal play mode are determined as rewards. According to the normal item reward table, items that can be used while playing a dungeon quest in normal play mode are determined as rewards. According to the normal skill reward table, skills that can be used while playing a dungeon quest in normal play mode are determined as rewards.
[0110] Furthermore, according to the normal reward table for points, points that can be used to strengthen owned characters are determined as rewards. According to the normal reward table for experience points, experience points that increase the level of owned characters are determined as rewards. According to the normal reward table for special items, special items that can be used in normal quests that are different from dungeon quests are determined as rewards. Note that the normal reward table is not limited to the table shown in FIG. 10, and for example, a normal reward table for dragons that determines dragons as rewards is provided.
[0111] When a stage is cleared in normal play mode, the stage reward is determined using the normal reward table corresponding to the cleared stage. For example, when Stage 1 is cleared, a lottery is held to determine the stage reward using normal reward tables for weapons, items, skills, points, and experience points. Each normal reward table may be designed so that one of the rewards is always determined, or it may be designed so that no reward is determined depending on the result of the lottery, i.e., no reward is determined.
[0112] The lottery ratio is designed so that the higher the standard reward table, the more powerful weapons, items, and skills you will win. Also, the higher the standard reward table, the more experience points and points you will earn.
[0113] The normal reward table shown in Figure 10 is used when a stage is cleared, but a separate in-game reward table (not shown) may be provided for use during gameplay. For example, if a treasure chest is placed in the virtual game space, the reward awarded to the player when the treasure chest is opened is determined by the in-game reward table. The in-game reward table is also used to determine the reward awarded to the player when a specific enemy character is defeated.
[0114] The rewards awarded by lottery using this in-game reward table are only awarded to players who play Dungeon Quest in normal play mode. Therefore, players can earn more rewards by playing each stage in normal play mode than by using the skip function or playing in auto play mode.
[0115] As mentioned above, in normal play mode, there are five normal stages corresponding to each floor from the second floor onwards, and which normal stage will be played is determined by stage lottery. Since the normal reward table differs for each stage, the reward that the player receives will also differ depending on the result of the stage lottery.
[0116] In this embodiment, the player can obtain a special item by clearing a boss stage on the 20th floor or higher. The main objective of a dungeon quest is to obtain a special item. There are multiple special items that can be obtained by clearing a boss stage on the 20th floor or higher, and the higher the floor, the higher the chance of obtaining a rare special item.
[0117] FIG. 11 is a diagram illustrating an example of a skip reward table. A skip reward table is provided for each skip floor. As described above, the player can select a skip floor every fifth floor. Therefore, as shown in FIG. 11, six types of skip reward tables are provided: for the 5th floor, the 10th floor, the 15th floor, the 20th floor, the 25th floor, and the 30th floor. Furthermore, the skip reward tables for each floor are further provided for each type of reward. FIG. 11 shows skip reward tables for weapons, items, skills, points, experience points, and special items.
[0118] For example, if the skip floor is 15, a lottery is held to determine the reward using the skip reward table for floor 15. The lottery for the reward using the skip reward table is held at the time of skipping. The larger the skip floor number, the more powerful the weapons, items, and skills the player will be awarded. As described above, when using the skip function in normal play mode, the player must skip the skip floor and start from the next floor stage. The larger the skip floor number, the more powerful weapons and other items can be acquired, so using the skip function can avoid situations where clearing subsequent stages becomes significantly more difficult.
[0119] The lottery ratio is designed so that the larger the number of skip floors in the skip reward table, the more experience points and points you can earn. Also, like the regular reward table, the skip reward table for special items is only used when the number of skip floors is 20 or more. The larger the number of skip floors, the higher the chance of winning a rare special item.
[0120] When the skip function is used, a reward is first awarded to the player through a lottery using the skip reward table. The player then plays each stage in normal play mode, starting from the floor next to the skip floor. In this case, each time a stage is cleared, the player is further awarded a reward through a lottery using the normal reward table for the cleared stage.
[0121] FIG. 12 is a diagram illustrating an example of an auto reward table. An auto reward table is provided for each elapsed time. As described above, in auto play mode, the elapsed time is associated with the reached floor, so it can be said that an auto reward table is provided for each reached floor. As shown in FIG. 12, six types of auto reward tables are provided: for 30 minutes, 1 hour, 2 hours, 3 hours, 4 hours, and 5 hours. Furthermore, the auto reward tables for each elapsed time are further provided for each type of reward. FIG. 12 shows auto reward tables for points, experience points, and special items.
[0122] When a player completes a dungeon quest in autoplay mode, a reward is determined by lottery using the auto-reward table corresponding to the elapsed time at that time. For example, if the elapsed time is more than three hours but less than four hours, a lottery is performed using the auto-reward table for three hours. Therefore, in this case, points, experience points, and special items may be determined as rewards.
[0123] In autoplay mode, if three hours or more have elapsed, a special item may be determined as a reward. As mentioned above, it takes three hours to reach the 20th floor in autoplay mode. Therefore, even in autoplay mode, the player can obtain a special item by reaching the 20th floor or higher.
[0124] As described above, the skip function can be used in autoplay mode as well. However, even if the skip function is used in autoplay mode, no lottery is conducted using the skip reward table. In other words, in autoplay mode, the skip function only shortens the remaining time until a predetermined floor is reached, but no skip reward is awarded. Therefore, in autoplay mode, only the reward corresponding to the elapsed time is awarded to the player. However, when the skip function is used in autoplay mode, a skip reward may be awarded to the player.
[0125] FIG. 13 is a diagram illustrating an example of the breakdown of rewards for each table division. FIG. 13 shows an example of rewards earned up to the time the 25th floor stage is cleared. For example, if you play from the first floor in normal play mode without using the skip function, you can earn 10 to 20 1-star weapons, 5 to 10 2-star weapons, and 1 to 2 3-star weapons by the time the 25th floor stage is cleared. In FIG. 13, the number of stars on weapons, items, etc. indicates rarity, i.e., scarcity; the more stars, the rarer the weapon or item. The rarer the weapon or item, the more advantageously you can progress through the quest.
[0126] Also, if you play in normal play mode from the first floor, by clearing the 25th floor, you can obtain 10 to 20 1-star items, 5 to 10 2-star items, and 3 to 5 3-star items. In this case, you can also obtain 10 to 20 skills, over 1,500 points, and over 50,000 experience points, as well as two 2-star special items and two 3-star special items.
[0127] On the other hand, if you set the skip floor to floor 25 and use the skip function, the skip reward will be determined by lottery using the skip reward table for floor 25. According to this table, you can earn five one-star weapons, two to four two-star weapons, zero to one three-star weapons, three three-star items, four skills, 1,000 points, 35,000 experience points, one two-star special item, and one three-star special item.
[0128] If you reach floor 25 at the end of autoplay mode, your rewards will be determined by lottery using the auto-reward table for a 4-hour period. According to this table, you can earn 600 points, 35,000 experience points, one 2-star special item, and one 3-star special item.
[0129] As described above, the reward conditions in normal play mode (the number and content of rewards awarded to the player) are set more favorably than the reward conditions in auto play mode. This motivates the player to play in normal play mode and increases their desire to play the game. Furthermore, in normal play mode, the reward conditions are more favorable when the skip function is not used than when the skip function is used. Therefore, even if a limit is placed on the number of times the skip function can be used, the player is motivated to play without using the skip function, thereby increasing their desire to play the game.
[0130] The following describes the functional configuration of the information processing system S and the processes performed by each functional unit, focusing mainly on the functional units and processes related to dungeon quests.
[0131] (Functional configuration of information processing system S) FIG. 14 is a diagram illustrating the configuration of the memory 12 in the player terminal 1 and its functions as a computer. The memory 12 of the player terminal 1 is provided with a program storage area 12a and a data storage area 12b. The CPU 10 stores various programs (modules) in the program storage area 12a when a game starts. The programs stored in the program storage area 12a include a login processing program 80, an information acquisition program 81, a preparation processing program 82, and a normal play execution program 83. Note that the programs shown in FIG. 14 are just examples, and many other programs are also stored in the program storage area 12a.
[0132] The data storage area 12b is provided with, as storage units for storing data, a player information storage unit 90 and a game information storage unit 91. Note that the above-mentioned storage units are merely examples, and the data storage area 12b is provided with many other storage units.
[0133] The CPU 10 runs each program stored in the program storage area 12a and updates data in each storage unit in the data storage area 12b. The CPU 10 runs each program stored in the program storage area 12a, causing the player terminal 1 to function as a game control unit 1A.
[0134] The game control unit 1A includes a login processing unit 80a, an information acquisition unit 81a, a preparation processing unit 82a, and a normal play execution unit 83a. Specifically, the CPU 10 runs the login processing program 80, causing the computer to function as the login processing unit 80a. Similarly, the CPU 10 runs the information acquisition program 81, the preparation processing program 82, and the normal play execution program 83, causing the computer to function as the information acquisition unit 81a, the preparation processing unit 82a, and the normal play execution unit 83a, respectively.
[0135] The login processing unit 80a transmits login information to the server 100 when a login operation by a player is input to the player terminal 1.
[0136] The information acquisition unit 81a downloads various pieces of information set by the server 100 and stores them in the player information storage unit 90 and the game information storage unit 91 of the data storage area 12b.
[0137] The preparation processing unit 82a executes processing in the preparation state for a dungeon quest.
[0138] The normal play execution unit 83a performs processing for executing a dungeon quest in normal play mode.
[0139] FIG. 15 is a diagram illustrating the configuration of the memory 112 in the server 100 and its functions as a computer. The memory 112 of the server 100 is provided with a program storage area 112a and a data storage area 112b. The CPU 110 stores various programs (modules) in the program storage area 112a. The programs stored in the program storage area 112a include an information setting program 130, a reward determination program 131, a stage determination program 132, and a completion time management program 133. Note that the programs shown in FIG. 15 are just examples, and many other programs are also stored in the program storage area 112a.
[0140] The data storage area 112b is provided with a player information storage area 140 and a game information storage area 141 as storage areas for storing data. Note that the above storage areas are merely examples, and the data storage area 112b is provided with many other storage areas.
[0141] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 to function as a game control unit 100A.
[0142] The game control unit 100A includes an information setting unit 130a, a reward determination unit 131a, a stage determination unit 132a, and a completion time management unit 133a. Specifically, the CPU 110 runs the information setting program 130, causing the computer to function as the information setting unit 130a. Similarly, the CPU 110 runs the reward determination program 131, the stage determination program 132, and the completion time management program 133, causing the computer to function as the reward determination unit 131a, the stage determination unit 132a, and the completion time management unit 133a, respectively.
[0143] The information setting unit 130a sets information to be downloaded to the player terminal 1 based on information received from the player terminal 1. The information setting unit 130a also updates various pieces of information in the player information storage unit 140 and the game information storage unit 141.
[0144] The reward determination unit 131a determines the reward to be given to the player in the dungeon quest.
[0145] The stage determination unit 132a determines the stage on which the player will play in a dungeon quest in normal play mode.
[0146] The completion time management unit 133a manages the time required to reach the maximum reachable floor in a dungeon quest in autoplay mode, that is, the completion time required to complete autoplay mode.
[0147] Next, an example of the processing of the information processing system S will be described.
[0148] (Processing of information processing system S) 16 is a sequence diagram illustrating basic processing in the player terminal 1 and the server 100. When a login operation is input to the player terminal 1, the login processing unit 80a of the player terminal 1 transmits login information to the server 100 (P1). When the information setting unit 130a of the server 100 receives the login information, it sets various pieces of player information stored in association with the player ID (S1). When the information acquisition unit 81a of the player terminal 1 receives the player information from the server 100, it stores the player information in the player information storage unit 90 (P2).
[0149] Furthermore, when a setting operation for making various settings related to the dungeon quest is input from the top screen of the dungeon quest (see FIG. 3A) at the player terminal 1, the preparation processing unit 82a executes the preparation process (P3).
[0150] 17 is a flowchart illustrating the preparation process (P3) in the player terminal 1. When a normal play mode selection operation (tap on the normal play mode selection operation unit 32a in FIG. 3A) is input on the top screen (YES in P3-1), the preparation processing unit 82a stores normal play mode information indicating that the normal play mode has been selected in the game information storage unit 91 (P3-2).
[0151] Furthermore, when an autoplay mode selection operation (tapping the autoplay mode selection operation unit 32c in Figure 3A) is input on the top screen (YES in P3-3), the preparation processing unit 82a stores autoplay mode information indicating that the autoplay mode has been selected in the game information storage unit 91 (P3-4).
[0152] Furthermore, when a character selection operation (tapping on the character icon 34a in FIG. 3B) is input on the character selection screen (YES in P3-5), the preparation processing unit 82a stores character information indicating the selected character in the game information storage unit 91 (P3-6).
[0153] Furthermore, when a skill selection operation (tapping the skill icon 34d in FIG. 3C) is input on the skill selection screen (YES in P3-7), the preparation processing unit 82a stores skill information indicating the selected skill in the game information storage unit 91 (P3-8).
[0154] In addition, when a skip-related operation (tapping the skip operation unit 34f in Figures 3B, 3C, and 8A, the skip floor selection operation unit 42 in Figure 6A, or the skip floor selection operation unit 54 in Figure 9A) is input (YES in P3-9), the preparation processing unit 82a executes the skip setting process (P100).
[0155] 18 is a flowchart illustrating the skip setting process (P100) in the player terminal 1. When the skip operation unit 34f is operated (YES in P100-1), the preparation processing unit 82a obtains the maximum reachable floor number of the selected character stored in the game information storage unit 91 (P100-2), and displays the skip floor number selection screen shown in FIG. 6A or 9A (P100-3).
[0156] Furthermore, when the skip floor selection operation unit 42, 54 is operated (YES in P100-4), the preparation processing unit 82a stores the selected skip floor in the game information storage unit 91 (P100-5) and hides the skip floor selection screen shown in Figure 6A or 9A (P100-6).
[0157] 17, when a start operation (tapping the start operation unit 34g in FIG. 3B, FIG. 3C, FIG. 6B, or FIG. 8A) is input (YES in P3-10), the preparation processing unit 82a transmits the setting information set by the player to the server 100 (P3-11). The setting information includes information indicating the play mode, character, skill, and number of skip floors selected by the player.
[0158] Also, in the preparation state, if other operation inputs (for example, taps on the strengthening operation section 32b, character tab 34b, skill tab 34c, return operation section 34e, formation operation section 50a, cancel operation section 52a, or end operation section 52b) are made (YES in P3-12), the preparation processing section 82a updates the screen of the display 26 (P3-13).
[0159] Returning to FIG. 16, when the setting information is transmitted from the player terminal 1 to the server 100, the server 100 executes a start process (S2).
[0160] 19 is a flowchart illustrating the start process (S2) in the server 100. Based on the received setting information, the information setting unit 130a stores game information such as the play mode, character, skill, and number of skipped floors selected by the player in the game information storage unit 141 (S2-1).
[0161] Then, if the normal play mode is selected as the play mode (YES in S2-2) and the number of skip floors is set (YES in S2-3), the reward determination unit 131a executes a reward lottery process (S100).
[0162] FIG. 20 is a flowchart illustrating the reward lottery process (S100) in the server 100. The reward determination unit 131a selects a lottery table to be used when determining a reward based on reception information received from the player terminal 1 (S100-1). Then, the reward determination unit 131a determines a reward to be awarded to the player by lottery using the selected lottery table (S100-2). The information setting unit 130a sets reward information indicating the determined reward and causes the player terminal 1 to receive it (S100-3). The information setting unit 130a also updates the player information storage unit 140 and awards the determined reward to the player (S100-4).
[0163] Returning to FIG. 19, if normal play mode is selected (YES in S2-2), the stage determination unit 132a executes a stage determination process (S2-4). Here, the stage determination unit 132a determines and stores all stages that the player can play. For example, if the number of skip floors is 0, the stage determination unit 132a determines the stages that the player will play on for all floors from 1 to 50. Also, for example, if the number of skip floors is 15, the stages from 16 to 50 are determined. Once the stages are determined, the information setting unit 130a sets stage information indicating the stages and causes the player terminal 1 to receive it.
[0164] In this embodiment, all stages that the player will play are determined at the start of a dungeon quest in normal play mode. However, the reward determination unit 131a may determine only the next stage each time one stage is cleared.
[0165] Also, here, a stage is not determined for the skipped floor, but a stage may also be determined for the skipped floor. As described above, when a floor is skipped, a skip reward according to the number of floors skipped is awarded to the player, and a stage reward corresponding to the skipped floor is not awarded to the player. However, a stage reward corresponding to the skipped floor may also be awarded to the player. In this case, a stage may also be determined for the skipped floor, and a reward may be determined using the normal reward table for the determined stage.
[0166] Also, here, when the autoplay mode is selected, the stage is not determined, but the stage may be determined even when the autoplay mode is selected. As described above, in the autoplay mode, a reward according to the elapsed time is awarded to the player, and a stage reward is not awarded to the player. However, a stage reward may be awarded to the player even in the autoplay mode. In this case, the stage for each floor may be determined, and the reward may be determined using the normal reward table for the determined stage.
[0167] If autoplay mode is selected (NO in S2-2), the completion time management unit 133a acquires the player's maximum reachable floor number (S2-5). Then, from the acquired maximum reachable floor number, the completion time management unit 133a derives the maximum reachable floor number for the current dungeon quest and the completion time, and stores these in the game information storage unit 141 (S2-6). Here, the completion time management unit 133a also sets the completion time in a timer.
[0168] Furthermore, if a skip floor number is set (YES in S2-7), the completion time management unit 133a derives a shortened time (S2-8). Here, the shortened time is derived according to the skip floor number. The completion time management unit 133a subtracts the shortened time from the completion time stored in the game information storage unit 141 and the completion time set in the timer (S2-9). The information setting unit 130a sets completion time information indicating the completion time and causes the player terminal 1 to receive it (S2-10).
[0169] Returning to FIG. 16, when the player terminal 1 receives start information (reward information, stage information, and completion time information) from the server 100, the game control unit 1A executes terminal-side start processing (P4). Here, the information acquisition unit 81a updates the information in the player information storage unit 90 and the game information storage unit 91 based on the received start information. Furthermore, when autoplay mode starts, the completion time is displayed on the autoplay mode selection operation unit 32c as shown in FIG. 8B. When normal play mode starts and the skip function is used, a skip reward screen is displayed as shown in FIG. 6C. When normal play mode starts and the skip function is not used, a game screen is displayed as shown in FIG. 4A, and normal play execution processing (P5) is initiated.
[0170] FIG. 21 is a flowchart illustrating the normal play execution process (P5) in the player terminal 1. When an action operation is input for the target character (YES in P5-1), the normal play execution unit 83a executes action processing to make the target character take action (P5-2). Action operations include, for example, a movement operation to move the target character, an attack operation to perform a normal attack, a skill operation to activate a skill, and the like. In the action processing, a process corresponding to the input action operation is executed.
[0171] The normal play execution unit 83a also executes an enemy character action process (P5-3) that determines and executes the actions of the enemy character. The normal play execution unit 83a also executes a parameter update process (P5-4) that updates various parameters in accordance with the actions of the target character and the enemy character.
[0172] Furthermore, when the stage clearing conditions are met and the stage is cleared (YES at P5-5), the normal play execution unit 83a transmits clear information to the server 100 (P5-6). Furthermore, when an ending condition is met, such as when the player's HP reaches 0 (YES at P5-7), the normal play execution unit 83a transmits end information to the server 100 (P5-8).
[0173] 16, during the normal play execution process at the player terminal 1, the player terminal 1 transmits the above-mentioned clear information, end information, and drop request information when a treasure chest is opened or an enemy character is defeated to the server 100. When the server 100 receives this information, it executes the above-mentioned reward lottery process (S100). The player terminal 1 receives the reward information from the server 100, and updates the information in the player information storage unit 90 or the game information storage unit 91.
[0174] As described above, while a dungeon quest is being played in autoplay mode, the remaining time is displayed in the autoplay mode selection operation unit 32c. In this state, when an autoplay termination operation to end the dungeon quest in autoplay mode (tapping the termination operation unit 52b in the mid-game termination dialog 52 in FIG. 8C) is input, the game control unit 1A transmits termination request information to the server 100 (P6). Upon receiving the termination request information, the server 100 executes autoplay termination processing (S3).
[0175] 22 is a flowchart illustrating the autoplay termination process (S3) in the server 100. The completion time management unit 133a derives the elapsed time by subtracting the remaining time from the completion time (S3-1). The completion time management unit 133a also derives the reached floor number from the elapsed time and stores it in the player information storage unit 140 (S3-2).
[0176] Returning to Fig. 16, when the auto-play ending process is executed, the reward determination unit 131a executes the above-mentioned reward lottery process (S100). Here, a reward is determined by lottery using an auto-lottery table corresponding to the elapsed time. As a result, the player terminal 1 receives the reward information, and the result screen shown in Fig. 8D is displayed on the player terminal 1.
[0177] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0178] In the above embodiment, the division of processing between the player terminal 1 and the server 100 is merely an example. For example, each of the above processes may be executed by at least one of the player terminal 1 and the server 100, and the execution timing and the device that executes them are not particularly limited. In the above embodiment, the lottery for rewards is executed by the server 100, but the lottery for rewards may also be executed by the player terminal 1.
[0179] In the above embodiment, the game genre is described as an action RPG, but the game genre is not particularly limited. In any case, when a game is started in a first play mode in which game stages progress based on player operations input while the game screen is displayed, a reward is determined based on the reached game stage. When a game is started in a second play mode in which game stages progress over time without player operation input or game screen display, a reward is determined based on the elapsed time or the reached game stage, and the determined reward is awarded to the player. Therefore, the above technical matters may be applied to action games, puzzle games, rhythm games, and RPGs as long as multiple game stages are provided.
[0180] In the above embodiment, floors are set as game stages, but game stages are not limited to this. In the above embodiment, game stages are floors, i.e., stages, and by clearing each game stage, the player can proceed to the next game stage. In other words, in the above embodiment, each game stage is clearly distinguished. However, game stages do not necessarily need to be clearly distinguished. For example, in a game in which save points are set in the virtual game space, the save points can also be positioned as game stages. Furthermore, for example, the progress rate until one stage is cleared can also be considered as a game stage.
[0181] Furthermore, the rewards in the above embodiment are merely an example. In the above embodiment, the type of reward determined in auto play mode (second play mode) is the same as the type of reward determined in normal play mode (first play mode). Examples of reward types common to both play modes include points, experience points, and special items. Furthermore, in the above embodiment, multiple rewards with different rarities are provided for one type of reward. However, only one reward may be provided for one type of reward.
[0182] In the above embodiment, the relationship that the time required to reach a predetermined floor in auto play mode is longer than the shortest and average times required to reach the same floor in normal play mode is established for all floors, but this relationship may also be established for some floors, for example, for floors equal to or greater than a predetermined floor.
[0183] Alternatively, if a time limit is set for each floor or stage, the time required to reach a specified floor in auto play mode (second play mode) may be set to be longer than the longest time required to reach the same floor in normal play mode (first play mode), i.e., the total time of all time limits.
[0184] In the above embodiment, the skip function is available in both the normal play mode and the auto play mode. However, the skip function may be available only in either the normal play mode or the auto play mode, or the skip function may not be provided.
[0185] The information processing program for executing the processes in the above-described embodiments may be stored in a computer-readable non-transitory storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Furthermore, the above-described embodiments may also be an information processing method for realizing each function and step shown in the flowchart. [Explanation of symbols]
[0186] 1. Player terminal 100 servers G Game Device S Information Processing System
Claims
1. a process for allowing a player to select a character to be used in a game in a first play mode in which the game stage progresses based on a player's operation input while a game screen is displayed, or in a second play mode in which the game stage progresses over time without the player's operation input or the display of a game screen being required; a process of progressing the game based on an operation input by a player when the game is started in the first play mode; When the game is started in the second play mode, a process of progressing the game stage based on an elapsed time; The computer executes the following. the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel, When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. Information processing program.
2. When a game is started in a first play mode in which the game stage progresses based on the player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses with the passage of time without requiring a player's operation input or display of a game screen; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; The computer executes the following. the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing program.
3. a process of accepting a skip operation by a player in the first play mode; Then, the computer executes the above. when a skip operation is received in the first play mode, the process of progressing the game based on the operation input of the player skips one or more game stages and starts the game from a second game stage; 3. The information processing program according to claim 1.
4. An information processing method performed by a computer, comprising: a process for allowing a player to select a character to be used in a game in a first play mode in which the game stage progresses based on a player's operation input while a game screen is displayed, or in a second play mode in which the game stage progresses over time without the player's operation input or the display of a game screen being required; a process of progressing the game based on an operation input by a player when the game is started in the first play mode; When the game is started in the second play mode, a process of progressing the game stage based on an elapsed time; Including, the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel, When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. Information processing methods.
5. An information processing method performed by a computer, comprising: When the game is started in a first play mode in which the game stage progresses based on a player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses with the passage of time without requiring a player's operation input or display of a game screen; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; Including, the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing methods.
6. a process for allowing a player to select a character to be used in a game in a first play mode in which the game stage progresses based on a player's operation input while a game screen is displayed, or in a second play mode in which the game stage progresses over time without the player's operation input or the display of a game screen being required; a process of progressing the game based on an operation input by a player when the game is started in the first play mode; When the game is started in the second play mode, a process of progressing the game stage based on an elapsed time; The computer performs the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel, When the first play mode and the second play mode are played simultaneously in parallel, the characters used in the first play mode and the second play mode cannot overlap. Information processing system.
7. When a game is started in a first play mode in which the game stage progresses based on the player's operation input while the game screen is displayed, a process of progressing the game based on the player's operation input; a process of progressing the game stage based on the elapsed time when the game is started in a second play mode in which the game stage progresses with the passage of time without requiring a player's operation input or display of a game screen; If the game is started in the second play mode, a process of determining a reward based on the elapsed time or the game stage reached; A process of granting the determined reward; a process of displaying the remaining time until the game started in the second play mode is finished; The computer performs the time required to reach the first game stage in the second play mode is longer than the shortest time possible to reach the first game stage in the first play mode; The first play mode and the second play mode can be played simultaneously in parallel. Information processing system.
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