Program, information processing system, and information processing method

The system allows users to select objects in games beyond cost limits, enhancing entertainment value by imposing operational restrictions, thus addressing the restriction issue and maintaining gameplay balance.

JP7814353B2Active Publication Date: 2026-02-16COLOPL
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Patent Information

Application Number
JP2023158042
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2026-02-16
Estimated Expiration
2043-09-22

AI Technical Summary

Technical Problem

In games, users are often restricted from using desired objects due to cost limitations, which can reduce the entertainment value.

Method used

A system that allows users to select objects for use in a game even if the total cost exceeds a specified limit, while imposing restrictions on operations related to those objects when the cost condition is not met.

Benefits of technology

Enhances the entertainment value of games by enabling the use of desired objects while maintaining gameplay balance through operational restrictions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve amusement of a game.SOLUTION: A program causes a computer to function as: target selection means that causes a user to select a target to be used in a game; and restriction means that restricts operation related to the target in the game when a restriction condition is satisfied upon selection of the target by the user, as compared with a case where the restriction condition is not satisfied, while allowing use of the target in the game.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] Conventionally, there are known games in which costs are set for predetermined objects such as characters, and users can select objects to use in the game within a range in which the total cost does not exceed a specified cost (see, for example, Patent Document 1). In such games, the existence of a cost imposes restrictions on the use of the objects. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-128454 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in games, there are cases where a user cannot use a desired object due to costs, and this can reduce the interest of the game.

[0005] The present invention aims to improve the entertainment value of games. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, an object selection means for allowing a user to select an object to be used in a game; When a user selects the target and a restriction condition is satisfied, the device functions as a restriction means that allows the target to be used in the game, while imposing restrictions on operations related to the target in the game compared to when the restriction condition is not satisfied. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve the entertainment value of the game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] 10 is a flowchart illustrating an example of a process related to the progress of a game. [Figure 4] FIG. 10 is a diagram showing an example of a screen related to selection of an object for which a cost is set. [Figure 5] FIG. 10 is a diagram showing an example of a screen related to selection of an object for which a cost is set. [Figure 6] FIG. 10 is a diagram for explaining the relationship between the excess amount of cost and the content of operation restrictions. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, a function to collect and manage data related to the game from each terminal device 10, and a function to perform synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] Game information is information common between accounts. Game information includes, for example, information for defining various virtual spaces. A virtual space is a space in which various objects, such as objects of characters (hereinafter referred to as "player characters") that can be controlled by a user, are placed. Game information includes, for example, various setting information related to objects common between accounts, such as background objects such as buildings, trees, and stones placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. Game information also includes, for example, setting values ​​of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the game progress. Owned assets can be said to be value possessed by the user in the virtual space. Examples of such value (in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and crypto assets.

[0036] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 includes, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs, including instructions for achieving synchronization, to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0039] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multi-play function or data to be subjected to synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes the synchronization processing to support the multi-play function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information or user information. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records of game information or user information.

[0040] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of game information or user information in accordance with instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 executes synchronization processing to support the multiplay function of the game in accordance with instructions from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 synchronizes the game progressing among the terminal devices 10 by simultaneously transmitting the information to each terminal device 10. Specifically, the synchronization processing unit 214 simultaneously transmits operation information received from the terminal devices 10 corresponding to each account within a predetermined period (e.g., one frame) to each terminal device 10 at predetermined intervals. The operation information is information related to operations input into the terminal devices 10. The synchronization timing and information to be synchronized may be received from the server processing unit 212 as needed. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events resulting from operations input into one terminal device 10 in the other terminal devices 10.

[0042] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0043] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0044] The control unit 110 executes a game program stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0045] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0046] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0047] The transmitting / receiving unit 112 transmits or receives various data. For example, the transmitting / receiving unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each terminal device 10 participating in multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of data, and data for specifying the time to synchronize.

[0048] The transmitting / receiving unit 112 transmits operation information relating to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information relating to an operation input by another user on another terminal device 10.

[0049] The game progression unit 113 executes various processes related to the progression of the game. Specific examples will be explained below.

[0050] The game progression unit 113 defines a virtual space based on information for defining a virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on object setting information, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0051] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera within the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.

[0052] The position and orientation of the virtual camera can be determined appropriately for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located at the center of the field of view in a specific orientation. In this case, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters that act based on the operations of each user and NPCs that act based on a game program. NPCs include so-called enemy characters, etc.

[0053] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0054] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0055] The display control unit 114 generates an image that depicts the area of ​​the virtual space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0056] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0057] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing described below by executing a game program stored in the information processing system 1. However, at least a part of the processing described below that is performed by the processor 11 may be performed by a processor other than the processor 11. Also, at least a part of the processing described below that is performed by the processor 21 may be performed by a processor other than the processor 21. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0058] The present invention may be applied to any game including sports games, role-playing games, action games, shooting games, board games, etc., but below, we will first explain the application of the present invention to a soccer game as an example.

[0059] In the game of this embodiment, the user can select multiple characters (in other words, members who will participate in the match) to use in the game (in other words, the match) from among the multiple characters the user owns.

[0060] Each character that the user can select has a cost. In the game of this embodiment, an upper limit (in other words, a threshold) is defined for the total cost of the characters selected by the user to use in the game.

[0061] Furthermore, in the game of this embodiment, even if the total cost exceeds the upper limit, the use of the character selected by the user in the match is permitted. In other words, even if the total cost of the members participating in the match exceeds the upper limit, it is possible to start a match using those members.

[0062] However, if the total cost exceeds the upper limit, restrictions are imposed on the operation of the character during the match compared to when the upper limit is not exceeded.

[0063] An example of processing related to the progress of the game in this embodiment will be described with reference to FIG.

[0064] First, the game progression unit 113 has the user select characters to use in the match (Step S101). For example, the game progression unit 113 displays a predetermined setting screen on the display unit 18 for setting the members who will participate in the match, and while the setting screen is displayed on the display unit 18 (in other words, before the game starts), the game progression unit 113 accepts an input operation by the user to select the members, and determines the members based on the input operation.

[0065] Next, the game progression unit 113 calculates a total value by adding up the costs of the characters selected by the user as characters to use in the match (Step S102). Note that the cost of each character is stored in a predetermined storage unit (for example, storage unit 120 and storage unit 220), and the game progression unit 113 calculates the total value by referring to the cost of each character.

[0066] Next, the game progression unit 113 determines whether the calculated total value exceeds the upper limit of the cost (in other words, the threshold value) (Step S103).

[0067] If the total cost value exceeds the upper limit (YES in step S103), the game progression unit 113 determines that the restriction condition is met and imposes a predetermined restriction on character operation during the match (step S104). On the other hand, if the total cost value does not exceed the upper limit (NO in step S103), the game progression unit 113 determines that the restriction condition is not met and does not impose the predetermined restriction on character operation during the match.

[0068] That is, the game progression unit 113 has the user select an object (for example, multiple objects) to be used in the game. Furthermore, when a restriction condition is satisfied by the user's selection of an object, the game progression unit 113 allows the object to be used in the game, but imposes restrictions on operations related to the object in the game compared to when the restriction condition is not satisfied.

[0069] In addition, when a user selects multiple objects to be used in a game, "imposing a limit on operations related to the objects" may mean imposing a limit on operations related to at least one of the multiple objects. Specifically, in a soccer game, when multiple characters to be used in a match are selected and the total cost of the multiple characters exceeds an upper limit, a limit may be imposed on some (e.g., one) of the characters, or on all of the characters. For example, a limit may be imposed on the object (e.g., character) with the highest cost, on the object with the highest performance (e.g., character with the highest predetermined parameter indicating strength), or on objects whose cost or performance exceeds a predetermined standard.

[0070] The target selected by the user may be, for example, a skill (including so-called special moves, magic, etc.) or an item to be equipped to a character. The item to be equipped to a character may be, for example, a weapon, armor, or accessory, or an item that, when equipped, provides a predetermined effect, such as increasing the character's parameters (in other words, status). In this embodiment, the user selects the target to be used in the game from among the items the user owns (e.g., characters, skills, items, etc.). However, the present invention is not limited to this configuration. For example, the target to be used in the game may be selected from options presented in common to multiple users (e.g., all users) participating in the game. In the above example, the user is allowed to select multiple targets to be used in the game and play the game. However, the user may be allowed to select only one target to be used. It may then be determined whether the selection of one target satisfies a restriction condition (e.g., whether the cost exceeds an upper limit).

[0071] An example in which the target selected by the user is a predetermined item to be equipped to a character (hereinafter referred to as a "special item") will be described with reference to Figures 4 and 5. Note that the description here will be given taking as an example a case in which the present invention is applied to a role-playing game.

[0072] The user is able to equip the character 30 that the user controls with multiple (for example, up to three) special items 32. In other words, the game progression unit 113 allows the user to select the special items 32 to use in the game. Note that the user does not have to equip the character 30 with any special items 32, and can equip the character 30 with a predetermined number of special items that is less than the maximum number.

[0073] Each special item 32 has a cost. In this role-playing game, an upper limit (in other words, a threshold) is set for the total cost of the special items 32 that can be equipped to one character 30. In this role-playing game, the special item 32 selected by the user is allowed to be used in the game even if the total cost exceeds the upper limit. In other words, in this role-playing game, it is possible to equip a character 30 with a special item 32 whose total cost exceeds the upper limit, and to progress through the game using a character 30 equipped with a special item 32 whose total cost exceeds the upper limit (for example, to have the character 30 fight an enemy character).

[0074] Here, the selection of special items 32 to be used in the game will be described. Based on a predetermined input operation by the user, the game progression unit 113 displays on the display unit 18 a setting screen 40, as shown in FIG. 4, in which items to be equipped to the character 30 used by the user are set. The setting screen 40 displays three slots 34 in which special items 32 to be equipped to the character 30 can be set. By setting one special item 32 in each slot 34, it is possible to equip the character 30 with up to three special items 32.

[0075] The game progression unit 113 accepts a touch operation on a slot 34 displayed on the setting screen 40 as an operation to select a slot 34 in which to set a special item 32. Furthermore, the game progression unit 113 displays an equipment item selection screen 50, as illustrated in FIG. 5 , on the display unit 18 based on the operation to select a slot 34 in which to set a special item 32. The equipment item selection screen 50 displays a list of special items 32 owned by the user. The game progression unit 113 accepts an operation to select one special item 32 from the multiple special items 32 displayed on the equipment item selection screen 50 as an operation to select the special item 32 to set in the selected slot 34, and equips the selected special item 32 in the selected slot 34.

[0076] The setting screen 40 and the equipment item selection screen 50 display an upper limit indicator 41 indicating the upper limit of the total cost for the target character 30. The setting screen 40 and the equipment item selection screen 50 also display a usage cost indicator 43 indicating the total cost of the special items 32 currently equipped on the target character. FIGS. 4 and 5 show examples of the upper limit indicator 41 and usage cost indicator 43 when the upper limit of the total cost is "100" and the total cost of the equipped special items 32 is "70." The setting screen 40 also displays the cost of each equipped special item 32. The equipment item selection screen 50 also displays a list of the special items 32 owned by the user, and the cost of each special item 32 can be identified when the list of the special items 32 owned by the user is displayed. Specifically, on the setting screen 40 and the equipment item selection screen 50 shown in FIGS. 4 and 5, a number indicating the cost is displayed superimposed on the display of the special item 32.

[0077] The game progression unit 113 also allows the equipment of special items 32 that exceed the upper limit of the total cost. In other words, in the state shown in Figures 4 and 5 (in other words, when the upper limit of the total cost is 100 and the total cost of the equipped special items 32 is 70), the game progression unit 113 also allows the equipment of special items 32 with a cost of more than 30 in an empty slot 34. However, if such a special item 32 is equipped and the total cost of the equipped special items 32 exceeds the upper limit of the total cost, the game progression unit 113 imposes restrictions on operations related to the character 30 compared to when the total cost of the equipped special items 32 does not exceed the upper limit of the total cost.

[0078] Note that the game progression unit 113 may not allow the selection of an additional target when a restriction condition has been satisfied by the selection of a target. For example, the game progression unit 113 may not accept an operation to equip a special item 32 in an empty slot 34 when the total cost of the selected special items 32 exceeds the total cost upper limit. In other words, the game progression unit 113 may allow the selection of the final target that triggers the restriction condition to be satisfied (for example, the selection at the moment the cost upper limit is exceeded), but may not allow the selection of any additional targets thereafter.

[0079] (Restrictions) Up to this point, we have explained that a cost is set for the object selected by the user, and that the restriction condition is met when the cost of the object selected by the user exceeds a predetermined threshold, but the restriction condition may also be as follows.

[0080] That is, for example, attributes may be set for targets selected by the user, and the restriction condition may be satisfied when the number of targets having a predetermined attribute as a result of the user's selection of targets exceeds a predetermined number. That is, for example, in a role-playing game, action game, or the like in which a user selects and plays multiple (e.g., four) characters to constitute a party to be used by the user, an upper limit (e.g., two) may be set for the number of characters having a specific attribute to be included in the party. In this case, the game progression unit 113 may determine that the restriction condition is satisfied when the user selects to include more than the upper limit of characters having the specific attribute in the party. Also, for example, in a role-playing game, action game, or the like in which a user selects and plays multiple (e.g., four) items to equip a character to be used by the user, an upper limit (e.g., three) may be set for the number of items having a specific attribute that can be equipped to the character. In this case, the game progression unit 113 may determine that the restriction condition is satisfied when the user selects to equip a character with more than the upper limit of items having the specific attribute. Here, "attribute" may be, for example, fire, water, wind, ice, or other attributes whose effectiveness changes depending on their compatibility with the attributes of the attacking party (in other words, the enemy character).

[0081] Furthermore, for example, strength-related parameters (e.g., attack power, defense power, stamina (in other words, hit points), speed, rank (in other words, level), etc.) are set for an object selected by the user, and the restriction condition may be a condition related to the parameters related to the strength of the object selected by the user. That is, for example, the restriction condition may be satisfied when the parameters of the object selected by the user exceed a predetermined standard. Here, whether or not the predetermined standard is exceeded may be determined for each of the objects selected by the user, or may be determined for all of the objects selected by the user. That is, for example, in a game in which a player selects and plays multiple characters to constitute a party to be used by the player, the game progression unit 113 may determine, for each character selected by the user, whether or not the parameters of that character exceed a predetermined standard. Also, for example, in a game in which a player selects and plays multiple characters to constitute a party to be used by the player, the game progression unit 113 may determine whether or not the combined result of the parameters of the multiple characters selected by the user exceeds a predetermined standard. Furthermore, determining whether the parameters of the target selected by the user exceed a predetermined standard may be performed, for example, by determining whether a particular parameter (e.g., attack power, etc.) exceeds a predetermined standard value, or by determining whether a calculation result calculated based on multiple parameters set for the target exceeds a predetermined standard. In other words, the game progression unit 113 may determine that the restriction condition is satisfied if the target selected by the user is too strong (in other words, if its strength exceeds a predetermined standard).

[0082] (Operation restrictions) Next, restrictions on operations related to the target will be described. Note that in the following description, it is assumed that restrictions on operations are imposed when the restriction conditions are met, and that restrictions on operations are not imposed when the restriction conditions are not met.

[0083] As a restriction on operations relating to an object selected by the user, the game progression unit 113 may limit at least one of the time or number of times a specified operation relating to the selected object can be performed when the restriction condition is met, compared to when the restriction condition is not met.

[0084] For example, in a game in which a selected character is controlled (in other words, moved), the game progression unit 113 may limit the time or number of times the selected character can be controlled when a restriction condition is satisfied by selecting the character, compared to when the restriction condition is not satisfied. In other words, the restriction on operation imposed by the game progression unit 113 may result in a period during which the selected character cannot be used. For example, the game progression unit 113 may limit operation by making the selected character usable until a predetermined time has elapsed since the game started, and then making the character unusable after the predetermined time has elapsed. Furthermore, for example, the game progression unit 113 may limit operation by making the selected character unusable until a predetermined time has elapsed since the game started, and then making the character usable after the predetermined time has elapsed. In other words, the game progression unit 113 may limit operation related to the selected character by controlling the time (e.g., minutes, seconds, etc.) during which the selected character can be used during the game. Specifically, in a competitive game such as a soccer game in which players are selected for use in a match, the game progression unit 113 may limit the use of at least some of the selected characters for a predetermined time that is less than the game time (for example, by forcibly replacing the characters with other players after the predetermined time has elapsed). Furthermore, for example, the game progression unit 113 may limit the number of times that the selected characters can be used during the game, thereby restricting the operation of the characters. Specifically, the game progression unit 113 may prevent further use of at least some of the selected characters after a predetermined number of opportunities to operate them have occurred. Here, "an opportunity to operate" includes, for example, when it is a player's turn to bat in a baseball game, when a command operation to specify the character's action becomes available in a role-playing game, or when the ball is passed to the player in a soccer game.Note that when an operation opportunity arises and a predetermined operation has been performed a predetermined number of times (for example, when a ball is hit in a baseball game, when a specific command operation is performed in a role-playing game, or when an operation to shoot is performed in a soccer game), the use of the character thereafter may be prohibited. In other words, the game progression unit 113 may, in a turn-based game, limit the number of turns in which an operation related to a selected target can be performed.

[0085] Furthermore, for example, in a game in which a player controls a selected character, when a limiting condition is satisfied by the selection of the character, the game progression unit 113 may limit the amount of time or the number of times an operation to cause the selected character to perform a predetermined action (e.g., the activation of a predetermined skill or the like) can be performed, compared to when the limiting condition is not satisfied. In other words, the restriction on an operation imposed by the game progression unit 113 may result in a period during which the selected character cannot perform the predetermined action. For example, when the limiting condition is satisfied, the game progression unit 113 may reduce the number of times the selected character can activate a predetermined skill, compared to when the limiting condition is not satisfied. Here, when the limiting condition is not satisfied, the skill may be able to be activated unlimitedly, and when the limiting condition is satisfied, the skill may not be activated at all. For example, games in which a player activates a skill by consuming a predetermined parameter of a character are known. In this type of game, the game progression unit 113 may control the consumption of the predetermined parameter required to activate a skill so that when the limiting condition is satisfied, the amount of the predetermined parameter required to activate a skill is greater than when the limiting condition is not satisfied. Furthermore, for example, in known games in which a skill can be activated again after a predetermined period of time has elapsed since the skill was activated, the game progression unit 113 may control the predetermined period of time to be longer when a limiting condition is satisfied in this type of game than when the limiting condition is not satisfied. Furthermore, for example, the game progression unit 113 may restrict operations related to the character by allowing a selected character to activate a predetermined skill until a predetermined time has elapsed since the game started, and disallowing the character to activate the predetermined skill after the predetermined time has elapsed. Furthermore, for example, the game progression unit 113 may restrict operations related to the character by disallowing a selected character to activate a predetermined skill until a predetermined time has elapsed since the game started, and allowing the character to activate the predetermined skill after the predetermined time has elapsed.

[0086] Also, for example, in a game played using a selected skill, if a restriction condition is met by the selection of the skill, the game progression unit 113 may limit the time or number of times that the operation to activate the selected skill can be performed compared to when the restriction condition is not met.

[0087] Furthermore, for example, in a game played using selected equipment, if a restriction condition is satisfied by the selection of equipment, the game progression unit 113 may limit the time or number of times that an operation using the selected equipment can be performed compared to when the restriction condition is not satisfied. For example, the game progression unit 113 may control the time or number of times that an attack, defense, or special effect using the equipment can be performed compared to when the restriction condition is not satisfied when the restriction information is satisfied. For example, the game progression unit 113 may control the time or number of times that an operation using the selected equipment can be performed compared to when the restriction condition is not satisfied. For example, the game progression unit 113 may control the time or number of times that an operation using the selected equipment can be performed when an operation using the selected equipment is performed for a predetermined time or a predetermined number of times during the game. In this case, the game progression unit 113 may control the time to disable an operation using the selected equipment by canceling (in other words, removing) the selected equipment.

[0088] Furthermore, for example, in a game played using selected equipment or a game played using a selected skill, the game progression unit 113 may limit the time or number of times a character equipped with the equipment or a character using the skill can be controlled, or may limit the time or number of times an operation to cause these characters to perform a predetermined action can be executed. In other words, restrictions on operations related to the selected equipment or the selected skill may be imposed by restricting operations of the character using the selected equipment or skill.

[0089] In addition, as a restriction on operations related to an object selected by the user, the game progression unit 113 may not accept a certain operation related to the selected object when the restriction condition is met, but will accept it when the restriction condition is not met.

[0090] For example, in a game in which a character can be moved within a virtual space, the game progression unit 113 may perform control such that if a restriction condition is not satisfied, an operation to move the character forward and an operation to move the character backward are accepted, and if the restriction condition is satisfied, an operation to move the character forward is accepted but an operation to move the character backward is not accepted. In other words, the game progression unit 113 may restrict operations related to the movement of a selected object.

[0091] Furthermore, for example, in a game in which a character can be controlled, the game progression unit 113 may perform control such that, if a restriction condition is not satisfied, it accepts an operation to cause the character to perform a first action and an operation to cause the character to perform a second action, and, if the restriction condition is satisfied, it accepts an operation to cause the character to perform the first action but does not accept an operation to cause the character to perform the second action. The first action and the second action may be, for example, an attack using a first attack method and an attack using a second attack method (e.g., a punch and a kick, an attack using a first weapon and an attack using a second weapon, or a pass and a shot in a soccer game), an attack and a defense, or a character's advance and retreat, etc.

[0092] Furthermore, as a restriction on an operation related to an object selected by the user, the game progression unit 113 may make a specified operation more difficult when a restriction condition is met compared to when the restriction condition is not met.

[0093] For example, in a game in which a player can control a character, the game progression unit 113 may make the operation to have the character perform a specific action more difficult when a restriction condition is satisfied than when the restriction condition is not satisfied. For example, in a game (e.g., a fighting game, action game, sports game, etc.) in which a player can activate a specific skill (in other words, a technique) corresponding to a specific command by inputting the specific command, the game progression unit 113 may make the command to have the character activate the specific skill more complex when the restriction condition is satisfied than when the restriction condition is not satisfied. Furthermore, for example, the game progression unit 113 may increase the number of operations required to have the character perform a specific action when the restriction condition is satisfied than when the restriction condition is not satisfied.

[0094] Note that a game in which restrictions are imposed on operations relating to an object may be one in which a time limit is set (in other words, one that ends when a specified time has elapsed), or one in which no time limit is set. Examples of games in which a time limit is set include competitive games in which a competition time (in other words, a match time) is set (for example, sports games, fighting games, or FPS (First Person Shooter) in which a player competes against other users or non-player characters), action games, and so-called quests within the game. Examples of games in which no time limit is set include role-playing games and action games.

[0095] (Processing related to operation restrictions) As described above, when a restriction condition is satisfied, the game progression unit 113 may limit at least one of the time or number of times a predetermined operation related to a selected target can be performed, compared to when the restriction condition is not satisfied. Furthermore, when limiting the time or number of times a predetermined operation related to a selected target can be performed, the game progression unit 113 may prevent the predetermined operation from being performed if the time or number of times the predetermined operation can be performed is exceeded. Here, when the time or number of times the predetermined operation can be performed is exceeded, the game progression unit 113 may perform control to replace the target selected by the user as the target to be used in the game and make the alternative available in the game. Specifically, the game progression unit 113 may make available a first character, a first skill, a first item, or the like as the target selected by the user until a predetermined time has elapsed since the game started (or until the target has been used a predetermined number of times), and after the predetermined time has elapsed (or after the target has been used a predetermined number of times), replace the first character, the first skill, the first item, or the like with a second character, a second skill, a second item, or the like.

[0096] Here, the replacement for the target selected by the user may have lower parameters than the target before the replacement (in other words, before the replacement). For example, the second character may be a character weaker than the first character. Also, for example, the second skill may be a skill that is weaker than the first skill. For example, the second item may be an item weaker than the first item. In other words, the replacement for the target selected by the user may have lower performance (in other words, parameters related to strength) than the target before the replacement.

[0097] Furthermore, the game progression unit 113 may not impose the same restrictions on a replacement for an object selected by the user as on the object before the replacement. That is, for example, a restriction may be imposed on the time or number of times a predetermined operation can be performed on a first character, a first skill, or a first item selected by the user, but no restriction may be imposed on the time or number of times a predetermined operation can be performed on a second character, a second skill, or a second item that is replaced by the replacement because the time or number of times the predetermined operation can be performed has been exceeded.

[0098] For example, in a soccer game, after a predetermined time has elapsed since the start of the match, the game progression unit 113 may automatically replace a first character selected by the user with a second character with lower performance than the first character.

[0099] Note that when a predetermined time or number of times a predetermined operation can be performed is exceeded, the game progression unit 113 may simply make the target selected by the user unavailable in the game, without making a replacement for the target selected by the user to be used in the game available. For example, in a soccer game, when a predetermined time has elapsed since the start of the match, the game progression unit 113 may cause the first character selected by the user to leave the field, leaving the user's team with one less member.

[0100] (Another example of processing when the restriction conditions are met) When the restriction condition is met, the game progression unit 113 may perform the following processing instead of or in addition to restricting operations related to the target.

[0101] When a restriction condition is satisfied, the game progression unit 113 may determine that the game has been lost or failed if the goal to be achieved (in other words, the achievement condition) is not achieved within a predetermined time. Note that when a restriction condition is not satisfied, the game progression unit 113 does not determine that the game has been lost or failed even if the achievement condition is not achieved within the predetermined time (in other words, within the same time period). Note that here, "when the achievement condition is not achieved" includes a case where an achievement condition is not set in the first place. Furthermore, here, the "achievement condition" may be a victory condition of the game or a clearing condition. Furthermore, the achievement condition may be set separately from the victory condition or clearing condition of the game.

[0102] For example, in a game in which the aim is to achieve a predetermined goal (such as defeating an opponent or clearing a quest), the game progression unit 113 may shorten the time limit when a limiting condition is met compared to when the limiting condition is not met, and may determine that the player has lost or failed the game if the predetermined goal is not achieved within the time limit. Note that "shortening the time limit" here may mean that no time limit is set when the limiting condition is not met, or that a time limit is set.

[0103] Furthermore, for example, in a game that has a draw (or overtime), the game progression unit 113 may consider a situation in which the game would be considered a draw (or go into overtime) if the restriction conditions are not met (for example, when the game time passes in a soccer game with the score tied), but if the restriction conditions are met, the game may be considered a loss.

[0104] Furthermore, when a restriction condition is satisfied, the game progression unit 113 may provide the user with one or more missions as goals to be achieved. If the user fails to complete the mission in the game, the game progression unit 113 may then determine that the user has lost or failed the game. For example, when a restriction condition is satisfied, the game progression unit 113 may provide a mission to have a character perform a specific action during the game (e.g., perform a specific action a predetermined number of times), and if the mission is not completed during the game, determine that the user has lost or failed the game, regardless of the outcome of the game. Specifically, for example, the game progression unit 113 may provide a mission for a soccer game such as "have a character selected by the user take a predetermined number of shots," and if the mission is not completed, determine that the user has lost even if the match is won. For example, the game progression unit 113 may provide a mission for a certain quest such as "use all characters selected by the user," and if the mission is not completed, determine that the quest has failed, even if the final goal of the quest (e.g., defeating a boss character) is achieved.

[0105] In other words, when the restriction conditions are met, the game progression unit 113 may increase (in other words, make stricter) the conditions for clearing or winning the game compared to when the restriction conditions are not met.

[0106] Furthermore, the game progression unit 113 may change the appearance (e.g., display size, color, etc.) of an object (e.g., a character, etc.) selected by the user on the display unit 18 when a restriction condition is satisfied from when the restriction condition is not satisfied. For example, the game progression unit 113 may increase or decrease the display size of the object selected by the user on the display unit 18 when the restriction condition is satisfied compared to when the restriction condition is not satisfied. By making the display size larger or smaller than the appropriate size when the restriction condition is not satisfied, it can be made more difficult for the user to play the game. Furthermore, for example, the game progression unit 113 may change the display color of the object selected by the user on the display unit 18 when the restriction condition is satisfied to a color that is less visible than when the restriction condition is not satisfied.

[0107] Here, the display size of an object may affect the collision determination between the object and an object in the virtual space. In other words, the larger the display size of the object, the larger the range within which it is determined that the object has hit another object. For example, in a shooting game or an action game, the larger the display size of a character (in other words, the player's character), the larger the range within which it is determined that an enemy attack has hit the character. Furthermore, the movable range of the object in the virtual space may change depending on the display size of the object. For example, in an action game, a large display size of a character may enable the character to overcome obstacles that would be inaccessible if the character's display size were small. Furthermore, for example, in an action game, a small display size of a character may enable the character to enter places (e.g., into small holes) that would be inaccessible if the character's display size were large.

[0108] Furthermore, when the restriction condition is satisfied, the game progression unit 113 may change the range within which it is determined that a target selected by the user (e.g., a character, etc.) has hit another object (in other words, the range within which it is determined that an attack from an enemy has hit the target) from when the restriction condition is not satisfied. That is, the game progression unit 113 may change the range in conjunction with the display size of the target, as described above, or may change the range without changing the display size of the target.

[0109] Furthermore, the game progression unit 113 may control the virtual camera during the game when the restriction condition is satisfied differently from when the restriction condition is not satisfied.

[0110] For example, when a restrictive condition is satisfied, the game progression unit 113 may change the angle of the virtual camera from when the restrictive condition is not satisfied. Specifically, when the restrictive condition is satisfied, the game progression unit 113 may set the angle so that a predetermined object (e.g., a character selected by the user) captured by the virtual camera is less visible than when the restrictive condition is not satisfied.

[0111] Furthermore, for example, when a restrictive condition is satisfied, the game progression unit 113 may perform control so that the range of the virtual space displayed on the display unit 18 is narrower than when the restrictive condition is not satisfied. Specifically, when a restrictive condition is satisfied, the game progression unit 113 may reduce the proportion of the area in which the virtual space is displayed in the entire display area of ​​the display unit 18 compared to when the restrictive condition is not satisfied (for example, the outer periphery of the display area may be made completely black to create an area in which the virtual space is not displayed).

[0112] Furthermore, for example, when a restriction condition is satisfied, the game progression unit 113 may restrict the user's operation of the virtual camera compared to when the restriction condition is not satisfied. For example, when a restriction condition is satisfied, the game progression unit 113 may not accept at least some of the operations on the virtual camera that are accepted when the restriction condition is not satisfied (e.g., zoom operations (in other words, zoom-in or zoom-out operations) and operations to change the angle (in other words, operations to move the virtual camera up, down, left, or right)). Furthermore, for example, when a restriction condition is satisfied, the game progression unit 113 may narrow the range of zoom-in or zoom-out in a zoom operation or the range of movement of the virtual camera up, down, left, or right (in other words, the range in which the angle can be changed) compared to when the restriction condition is not satisfied. Furthermore, in a game in which the virtual camera has multiple modes including a first mode and a second mode, the game progression unit 113 may perform control so as to accept an operation to switch between the first mode and the second mode when a restriction condition is not satisfied (in other words, permit the use of both the first mode and the second mode), and not accept an operation to switch between the first mode and the second mode when the restriction condition is satisfied (in other words, prohibit the use of one of the first mode and the second mode). The first mode and second mode may be, for example, a mode in which the virtual space is displayed from a first-person perspective and a mode in which the virtual space is displayed from a third-person perspective, or a mode in which the virtual space is displayed from a bird's-eye perspective and a mode in which a portion of the virtual space (for example, a character controlled by the user) is displayed at a larger scale than that displayed from the bird's-eye perspective.

[0113] Furthermore, when the restriction condition is met, the game progression unit 113 may limit the support for the user's play compared to when the restriction condition is not met.

[0114] For example, when a restriction condition is satisfied, the game progression unit 113 may limit the provision of support information to the user (e.g., display of support information on the display unit 18) compared to when the restriction condition is not satisfied. For example, when a restriction condition is satisfied, the game progression unit 113 may not provide at least some of the support information that would be provided to the user when the restriction condition is not satisfied.

[0115] The support information may be provided by displaying hints that are useful in progressing through the game on the display unit 18 or by outputting them from a predetermined sound output means (e.g., a speaker). The support information may also be provided by outputting a sound from a predetermined sound output means that notifies the player whether or not an enemy character is nearby, or by displaying a display on the display unit 18 that notifies the player whether or not an enemy character is nearby. The support information may also be provided by displaying a display on the display unit 18 that suggests the outcome of a predetermined operation. Examples of displays that suggest the outcome of a predetermined operation include, for example, a display showing the predicted landing position of a falling block in a puzzle game, a display showing the range of an attack that the user is about to execute (in other words, the attack that the user is about to have the character execute), and a display showing the effect that the attack that the user is about to execute will have on the enemy character (e.g., damage, an abnormal status that will be inflicted, etc.).

[0116] Furthermore, for example, when a restriction condition is satisfied, the game progression unit 113 may not perform some of the operational assistance to the user that would be possible if the restriction condition were not satisfied.

[0117] For example, in a game in which a user can select between an assist mode in which predetermined operational assistance is provided to the user and a normal mode in which the predetermined operational assistance is not provided, the game progression unit 113 may control the game so that, if a restriction condition is not satisfied, the game progression unit 113 accepts an operation to switch between the assist mode and the normal mode (in other words, allows the use of both the assist mode and the normal mode), and does not accept an operation to switch between the assist mode and the normal mode (in other words, prohibits the use of the assist mode) if the restriction condition is satisfied. Here, the normal mode may be a mode in which a specific skill is activated by inputting a specific command in a game in which a specific skill corresponding to the specific command can be activated by inputting the specific command, and the support mode may be a mode in which the specific skill can be activated by an input operation that is simpler than the input operation for inputting the specific command (e.g., with fewer operations). Furthermore, the normal mode may be a mode in which a specific process (so-called aim assist) that assists the operation of aiming at an opponent to perform an attack by aiming at the opponent (e.g., a shooting game or an action game) is not executed, and the support mode may be a mode in which the specific process is executed. The support mode may also be a mode in which at least some of the operations performed in the normal mode are automated. For example, in a game in which it is possible to attack an enemy character or guard against an attack from an enemy character by operating a predetermined button, the normal mode is a mode in which attacks and guards can be performed by a specific input operation, and the support mode may be a mode in which, when attacked by an enemy character, guarding against the attack is performed automatically (in other words, without requiring user operation), or an attack against the enemy character is automatically performed when the enemy character is present within a predetermined range. The normal mode may also be a mode in which the user controls the player character to progress through the game, and the support mode may be a mode in which the player character is moved automatically, allowing the game to progress without requiring user operation.

[0118] (bypassing restrictions) The game progression unit 113 may release (in other words, eliminate) a restriction imposed when a restriction condition is satisfied (e.g., a restriction imposed on an operation related to an object) when a predetermined condition is satisfied. For example, the game progression unit 113 may release a restriction imposed when a restriction condition is satisfied based on at least one of the passage of time or the use of a predetermined item. In other words, the game progression unit 113 may control the game so that when a restriction condition is satisfied, a predetermined restriction is imposed compared to when the restriction condition is not satisfied, but may control the game so that the predetermined restriction is not imposed (in other words, the same state as when the restriction condition is not satisfied) based on the passage of a predetermined time or the use of a predetermined item. That is, for example, even if the cost exceeds the upper limit, when a predetermined item is used, the game progression unit 113 may enable the game to be played under the same conditions as when the cost upper limit is not exceeded (e.g., a state where no restriction is imposed on an operation related to an object).

[0119] (Prohibition of use) As described above, in this embodiment, when a user selects an object and a restriction condition is satisfied, the use of the object in the game is permitted, but restrictions are imposed on operations related to the object. In addition, in this embodiment, when a user selects an object and a prohibition condition is satisfied, the use of the object in the game may be prohibited (in other words, not permitted).

[0120] Specifically, it may be configured so that it is not possible to select an object whose cost (or a parameter related to the number or strength of objects having a predetermined attribute) exceeds the upper limit by more than a predetermined amount (in other words, participation in the game using an object that exceeds the upper limit by more than a predetermined amount). For example, in the configuration illustrated in FIGS. 4 and 5, the game progression unit 113 may allow the equipment of special items 32 up to a point where the total cost of the currently equipped special items 32 exceeds the upper limit by "99," but may not allow the equipment of special items 32 whose total cost exceeds the upper limit by more than "100" (in other words, not accept operations related to such equipment) (see FIG. 6). In other words, the game progression unit 113 may control the selection of objects so that it is not possible to select an object whose cost (or a parameter related to the number or strength of objects having a predetermined attribute) exceeds the upper limit by more than a predetermined amount (in other words, participation in the game using an object whose excess amount is more than a predetermined amount). Here, the amount of excess beyond which the use of the target is prohibited may be determined, for example, as a percentage of the upper limit (for example, the total cost of the equipped special items 32 may not be allowed to exceed the upper limit by more than twice), or may be specified as an absolute amount (for example, the total cost of the equipped special items 32 may not be allowed to exceed the upper limit by more than 100).

[0121] Furthermore, the content (in other words, the strength) of the restriction on the operation of an object may change depending on the amount by which the cost (or a parameter related to the number or strength of objects having a predetermined attribute) exceeds the upper limit. For example, in the example configuration shown in FIGS. 4 and 5, the game progression unit 113 may shorten the time during which the character 30 can be controlled by 10 minutes compared to when the total cost of the currently equipped special items 32 exceeds the upper limit by 1 to 10, as shown in FIG. 6, compared to when the total cost does not exceed the upper limit. Alternatively, if the total cost exceeds the upper limit by 11 to 20, the game progression unit 113 may shorten the time during which the character 30 can be controlled by 20 minutes compared to when the total cost does not exceed the upper limit. Here, the excess amount by which the content of the restriction changes may be, for example, determined as a percentage of the upper limit (e.g., the content of the restriction changes when the total cost of the equipped special items 32 exceeds the upper limit by 10%, 20%, etc.), or may be specified as an absolute amount (e.g., the content of the restriction changes when the total cost of the equipped special items 32 exceeds the upper limit by 10%, 20%, etc.).

[0122] (Limits based on game progress) The game progression unit 113 may change the restrictions imposed when a restriction condition is satisfied, or the processing related to the prohibition of use of an object, depending on the progress of the game (for example, the progress of the story (in other words, the scenario)) or the user's rank (in other words, level). Note that the user's rank may be the rank of the user himself or the rank of the character used by the user, etc.

[0123] For example, when the user's selection of an object causes the cost (or a parameter related to the number or strength of objects having a predetermined attribute, etc.) to exceed a predetermined upper limit, the game progression unit 113 may change the content (in other words, the strength) of the restriction on operations on the object in accordance with at least one of the game progress status and the user's rank. Specifically, for example, when the user's rank is lower than a standard related to the game progress status, the game progression unit 113 may weaken the restriction on operations on the object compared to when the user's rank is equal to or higher than the standard. In other words, the game progression unit 113 may determine the content of the restriction in accordance with the relationship between the game progress status and the user's rank (or in accordance with either the progress status or the rank). Note that "weakening the restriction on operations" includes removing (or canceling) the restriction on operations.

[0124] Furthermore, for example, the game progression unit 113 may vary the upper limit of the cost (or a parameter related to the number or strength of objects having a predetermined attribute, etc.) or the amount by which the selection of an object (in other words, participation in the game using an object) is prohibited (in other words, the prohibition condition is met) relative to at least one of the game progress status and the user rank. Specifically, for example, if the user's rank is lower than a standard based on the game progress status, the game progression unit 113 may increase the upper limit or the permitted amount by which the user's rank is higher than the standard. In other words, the game progression unit 113 may determine the upper limit or the permitted amount by which the user's rank is higher depending on the relationship between the game progress status and the user's rank (or depending on either the progress status or the rank).

[0125] (Limits based on game results) The game progression unit 113 may change the restrictions imposed when a restriction condition is satisfied, or the processing related to the prohibition of use of an object, depending on the results of past games.

[0126] For example, when the user's selection of an object causes the cost (or a parameter related to the number or strength of objects having a predetermined attribute, etc.) to exceed a predetermined amount, the game progression unit 113 may change the content (in other words, the strength) of the restrictions on operations related to the object according to past game results. Specifically, for example, the game progression unit 113 may weaken the restrictions on operations related to the object when the user has lost a predetermined number of consecutive matches or failed a predetermined number of consecutive quests, compared to other cases.

[0127] Furthermore, for example, the game progression unit 113 may change the upper limit of cost (or a parameter related to the number or strength of objects having a predetermined attribute, or the amount by which the selection of an object (in other words, participation in the game using an object) is prohibited (in other words, the prohibition condition is met) relative to the results of past games. Specifically, for example, the game progression unit 113 may increase the upper limit or the allowable amount by which the object is exceeded if a predetermined number of consecutive losses have occurred in matches or a predetermined number of consecutive failures in quests, compared to other cases.

[0128] (Processing according to the margin until the limit conditions are met) The game progression unit 113 may execute a predetermined process that is advantageous to the user, depending on the degree of leeway until the restriction condition is met.

[0129] For example, the game progression unit 113 may perform predetermined processing that is advantageous to the user, depending on the ratio of the total cost of the targets selected by the user to the upper limit of the cost (or parameters related to the number or strength of targets having a predetermined attribute, etc.) (in other words, the remaining usable cost). For example, the game progression unit 113 may increase the performance (in other words, the status) of the user's character when the remaining usable cost (for example, "30" (=100-70) in the situation shown in FIG. 4) is equal to or greater than a predetermined amount. Furthermore, for example, the game progression unit 113 may increase the performance of the user's character to a greater extent the greater the remaining usable cost.

[0130] (Restrictions imposed on groups) The restriction condition may be set for a group (for example, a team) made up of multiple users.

[0131] For example, an upper limit may be set for the cost of an object for a group, and it may be determined whether the total cost of all users constituting the group exceeds the upper limit. Specifically, in the case where a team is made up of three people, a first user, a second user, and a third user, it may be determined whether the total of the cost set for a first object (e.g., a first character) used by the first user, the cost set for a second object (e.g., a second character) used by the second user, and the cost set for a third object (e.g., a third character) used by the third user exceeds a specified upper limit. If the total exceeds the specified upper limit, restrictions may be imposed on operations related to the object (e.g., character operations) for certain users in the group, compared to when the total does not exceed the specified upper limit.

[0132] Furthermore, for example, an upper limit may be set for the number of targets having a predetermined attribute for a group, and it may be determined whether the number of targets having the predetermined attribute among all users constituting the group exceeds the upper limit. Specifically, if a limit is set on the number of characters having the same attribute that can be used in one team, and a team is formed by three people, a first user, a second user, and a third user, it may be determined whether the attribute set for the first target (e.g., first character) used by the first user, the attribute set for the second target (e.g., second character) used by the second user, and the attribute set for the third target (e.g., third character) used by the third user exceed the limit. If the limits are exceeded, restrictions may be imposed on operations related to the targets (e.g., character operations) for certain users in the group, compared to when the limits are not exceeded.

[0133] Furthermore, for example, an upper limit may be set for a group on parameters related to the strength of the object used, and it may be determined whether the total of the parameters for all users constituting the group exceeds the upper limit. Specifically, in a case where a team is made up of three people, a first user, a second user, and a third user, it may be determined whether the total of the parameters of a first object (e.g., a first character) used by the first user, a second object (e.g., a second character) used by the second user, and a third object (e.g., a third character) used by the third user exceeds a specified upper limit. If the total exceeds the specified upper limit, restrictions may be imposed on operations related to the object (e.g., operation of a character) for certain users in the group, compared to when the total does not exceed the specified upper limit.

[0134] Furthermore, when the restriction conditions set for a group are satisfied, the users who are subject to restrictions on operations related to the target among the multiple users constituting the group may be as follows.

[0135] That is, the user to whom the restriction is imposed may be randomly selected from among the multiple users constituting the group. For example, when a restriction condition set for a group is satisfied, the game progression unit 113 may randomly select a user from the multiple users constituting the group to whom the restriction is imposed on operations related to the target, and impose a restriction on operations related to the target performed by the selected user.

[0136] Furthermore, the user to whom the restriction is imposed may be designated by a user having a particular attribute among multiple users constituting a group. For example, the game progression unit 113 may determine, between a host user and a guest user in a multiplayer game, a user designated by the host user as the user to whom the restriction is imposed, and may impose restrictions on operations related to targets performed by the user designated by the host user. Also, for example, a leader may be set in a group, and the game progression unit 113 may determine a user designated by a user having the attribute of leader as the user to whom the restriction is imposed, and may impose restrictions on operations related to targets performed by the user designated by the leader.

[0137] Furthermore, the user to whom the restriction is imposed may be determined by majority vote of the multiple users constituting the group. For example, the game progression unit 113 may receive an input operation from the multiple users constituting the group to select which user will be restricted from operations related to the target based on the establishment of a restriction condition, and determine the user to whom the restriction is imposed from operations related to the target based on the input operation.

[0138] Furthermore, the users to whom the restriction is imposed may be all users who make up a group.

[0139] Furthermore, a restriction condition may be set for each user in a group made up of multiple users, and when one of the multiple users making up the group satisfies the restriction condition, the game progression unit 113 may be able to impose a restriction on operations related to an object performed by other users of the multiple users. Here, the other users to whom the restriction is imposed may be selected randomly from among the multiple users making up the group. Alternatively, the users to whom the restriction is imposed may be designated by a user who has a specific attribute among the multiple users making up the group. Alternatively, the users to whom the restriction is imposed may be determined by a majority vote of the multiple users making up the group. Alternatively, the users to whom the restriction is imposed may be all users making up the group.

[0140] The present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes may not be present in the flowcharts. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0141] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0142] (Appendix 1) Computer, an object selection means (e.g., a game progression unit 113) that allows a user to select an object to be used in the game; When a restriction condition is satisfied by a user selecting the target, the restriction means (e.g., the game progression unit 113) allows the target to be used in the game, while imposing restrictions on operations related to the target in the game compared to when the restriction condition is not satisfied. program. With this configuration, it is possible to maintain the balance of the game by imposing restrictions on the operation while still allowing the use of objects that satisfy the restriction conditions, thereby increasing the interest of the game.

[0143] (Appendix 2) A cost is set for the target, The restriction condition is met if the selection of the target causes a cost above a predetermined threshold. The program described in Appendix 1. With this configuration, it is possible to maintain the balance of the game by imposing restrictions on operations while allowing the use of objects that exceed the upper cost limit, thereby increasing the interest of the game.

[0144] (Appendix 3) An attribute is set to the object, The restriction condition is satisfied when the number of objects having a predetermined attribute due to the selection of the objects exceeds a predetermined number. The program described in Appendix 1. With this configuration, it is possible to maintain the balance of the game by imposing restrictions on operations while allowing the use of objects with a predetermined attribute in excess of the specified number, thereby increasing the interest of the game.

[0145] (Appendix 4) A parameter related to strength is set for the target, The limiting condition is met when a parameter related to the strength of the object selected by the user exceeds a predetermined criterion. The program described in Appendix 1. With this configuration, it is possible to maintain the balance of the game by imposing restrictions on operations while still allowing the parameters related to the strength of the object to exceed a predetermined standard, thereby improving the entertainment value of the game.

[0146] (Appendix 5) When the limiting condition is satisfied, the limiting means limits at least one of the time or the number of times a predetermined operation relating to the target in the game can be performed, compared to when the limiting condition is not satisfied. The program described in Appendix 1. With this configuration, the balance of the game can be maintained by limiting the time or number of times that a predetermined operation relating to an object can be performed.

[0147] (Appendix 6) Computers, and more When the time or number of times that a predetermined operation related to the target can be performed in the game is exceeded, the device functions as a switching means (for example, the game progression unit 113) that replaces the target selected by the user and makes a replacement available in the game. The program described in Appendix 5. With this configuration, it is possible to limit the time or number of times that a predetermined operation relating to an object can be performed, while enabling game play that utilizes an alternative during periods when the predetermined operation cannot be performed.

[0148] (Appendix 7) The replacement for the target selected by the user has a lower parameter than the target before the replacement. The program described in Appendix 6. With this configuration, it is possible to maintain balance in the game by imposing predetermined restrictions on the user while allowing the use of objects that satisfy the restriction conditions.

[0149] (Appendix 8) The restriction means does not impose the restriction imposed on the target before the replacement on the replacement target selected by the user. 7. The program described in Appendix 7. According to this configuration, the user can play the game in place of the target selected by the user without imposing any restrictions on the operation.

[0150] (Appendix 9) The restriction means, when the restriction condition is satisfied, does not accept a specific operation related to the target that is accepted when the restriction condition is not satisfied. The program described in Appendix 1. According to this configuration, it is possible to maintain balance in the game by allowing the use of objects that satisfy the restriction conditions while not accepting some of the operations related to the objects.

[0151] (Appendix 10) Computers, and more The function of the device is to function as a release means (for example, the game progression unit 113) that releases the restriction imposed on the operation related to the target when the restriction condition is satisfied, based on at least one of the passage of time and the use of a predetermined item. The program described in Appendix 1. With this configuration, when an object that satisfies a restriction condition is used, the restriction imposed can be lifted if a specific condition is met. Therefore, the object that satisfies the restriction condition can be used without any restriction imposed on the operation related to the object, which can increase the entertainment value of the game.

[0152] (Appendix 11) The restriction means imposes a restriction on an operation related to the target performed by a specific user among the plurality of users constituting the group when the restriction condition set for the group constituted by the plurality of users is satisfied. The program described in Appendix 1. According to this configuration, a limiting condition can be assigned to a group, and when an object is used in a way that satisfies the limiting condition, a specific user who is a member of the group can be made to pay the cost.

[0153] (Appendix 12) The restriction condition is set for each user of a group made up of a plurality of users, The restriction means is capable of imposing restrictions on operations related to the target performed by other specific users among the plurality of users when one of the plurality of users constituting the group satisfies the restriction condition. The program described in Appendix 1. With this configuration, among the multiple users constituting the group, the users who use the target that satisfies the restriction condition can be differentiated from the users who bear the cost for that use.

[0154] (Appendix 13) The specific user is randomly selected from the plurality of users who make up the group. 13. The program of claim 11 or 12. With this configuration, when a target is used that satisfies the restriction condition, it is possible to randomly determine the user who will bear the cost.

[0155] (Appendix 14) The specific user is designated by a user having a specific attribute among the plurality of users constituting the group. 13. The program of claim 11 or 12. According to this configuration, when an object is used in a manner that satisfies the restriction condition, the representative of the group can decide which user will bear the cost.

[0156] (Appendix 15) The specific user is determined by a majority vote of the plurality of users who make up the group. 13. The program of claim 11 or 12. With this configuration, when an object is used that satisfies a restriction condition, the user who will bear the cost can be determined by taking into account the opinions of the group members.

[0157] (Appendix 16) an object selection means for allowing a user to select an object to be used in a game; and a limiting means for, when a limiting condition is satisfied by a user selecting the target, allowing the target to be used in the game, while imposing a limit on operations relating to the target in the game compared to when the limiting condition is not satisfied. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.

[0158] (Appendix 17) The computer Allowing a user to select an object to be used in a game; When a restriction condition is satisfied by a user selecting the target, the target is permitted to be used in the game, while imposing restrictions on operations related to the target in the game compared to when the restriction condition is not satisfied. Information processing methods. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0159] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Storage unit

Claims

1. Computer, an object selection means for allowing a user to select an object to be used in a game; when a restriction condition is satisfied by a user selecting the target, the restriction means allows the target to be used in the game, while imposing restrictions on operations relating to the target in the game compared to when the restriction condition is not satisfied; the limiting means limits at least one of a time period or a number of times a predetermined operation relating to the target in the game can be performed when the limiting condition is satisfied, compared to when the limiting condition is not satisfied; Computers, and more When the time or number of times that a predetermined operation relating to the target can be performed in the game is exceeded, the device functions as a switching means for replacing the target selected by the user with a replacement that can be used in the game. program.

2. The replacement for the target selected by the user has a lower parameter than the target before the replacement. The program according to claim 1.

3. The restriction means does not impose the restriction imposed on the target before the replacement on the replacement target selected by the user. The program according to claim 2.

4. an object selection means for allowing a user to select an object to be used in a game; a limiting means for, when a limiting condition is satisfied by a user selecting the target, allowing the target to be used in the game, while imposing a limit on operations relating to the target in the game compared to when the limiting condition is not satisfied; the limiting means limits at least one of a time period or a number of times a predetermined operation relating to the target in the game can be performed when the limiting condition is satisfied, compared to when the limiting condition is not satisfied; Furthermore, when the time or number of times that a predetermined operation relating to the object can be performed in the game is exceeded, a switching means is provided to replace the object selected by the user and make the alternative available in the game. Information processing system.

5. The computer Allowing a user to select an object to be used in a game; When a restriction condition is satisfied by a user selecting the target, the target is permitted to be used in the game, while imposing restrictions on operations related to the target in the game compared to when the restriction condition is not satisfied; the computer limits at least one of a time period or a number of times a predetermined operation relating to the target in the game can be performed when the restriction condition is satisfied, compared to when the restriction condition is not satisfied; The computer further When the time or number of times that a predetermined operation relating to the object can be performed in the game is exceeded, the object selected by the user is replaced with a substitute object that can be used in the game. Information processing methods.

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