Program and information processing system

By increasing the probability of non-verbal responses from non-player characters, the entertainment value of games is enhanced, improving user engagement and interaction quality.

JP7824852B2Active Publication Date: 2026-03-05COLOPL
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Patent Information

Application Number
JP2022151051
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-22
Publication Date
2026-03-05
Estimated Expiration
2042-09-22

AI Technical Summary

Technical Problem

There is a demand for improving the entertainment value in services such as games, particularly in interactions between users and non-player characters.

Method used

Implementing a system where the probability of non-verbal messages being the response from non-player characters is higher than verbal messages, regardless of the user's input, enhancing user engagement.

Benefits of technology

This approach increases user interest and engagement by providing varied and engaging interactions with non-player characters.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase interest of the service.SOLUTION: A program causes a computer to function as: message processing means for sending a message to a non-player character on the basis of a user's operation; and display control means that causes display means to display a reply from the non-player character to the message sent from the user to the non-player character. The message sent from the user to the non-player character includes a verbal message and a non-verbal message. Whether the user has sent the verbal message or the non-verbal message to the non-player character, the reply is set so that the probability to be the non-verbal message is higher than the probability to be the verbal message.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, games that allow messages to be sent and received between other users and non-player characters have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-016146 Summary of the Invention [Problem to be solved by the invention]

[0004] Meanwhile, in services such as games, there has been a demand for improving entertainment value.

[0005] The present invention has been made in view of the above circumstances, and aims to improve the interest of services. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, message processing means for sending messages to non-player characters based on user operations; a display control means for displaying, on a display means, a response from the non-player character in response to the message sent from the user to the non-player character; the message sent from the user to the non-player character includes a verbal message and a non-verbal message; Regardless of whether the user sends the verbal message or the non-verbal message to the non-player character, the response is configured such that the probability of the non-verbal message being the response is higher than the probability of the verbal message being the response. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, it is possible to improve the interest of a service. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of a game system. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system. [Figure 3] FIG. 10 is a diagram illustrating an example of a screen displaying a game space. [Figure 4] FIG. 10 is a diagram showing how a moving object moves. [Figure 5] FIG. 10 is a diagram showing a state in which a moving object has reached an index object. [Figure 6] 10 is a flowchart illustrating an example of processing related to a shot. [Figure 7] FIG. 10 is a diagram showing an example of a screen on which a fixed message can be selected. [Figure 8] FIG. 10 is a diagram showing an example of a screen displaying sent and received messages. [Figure 9] FIG. 10 is a diagram illustrating an example of a fixed message. [Figure 10] FIG. 10 is a diagram showing an example of a response from a non-player character. [Figure 11] FIG. 10 is a diagram showing an example of a response from a non-player character. [Figure 12] FIG. 10 is a diagram showing an example of a standard message sent by a non-player character when a specific event is achieved. [Figure 13] FIG. 10 is a diagram showing an example of a display of a small window. [Figure 14] 10 is a flowchart illustrating an example of a process related to message transmission and reception. [Figure 15] 10 is a flowchart showing an example of a process relating to control of the probability of a response from a non-player character. [Figure 16] 10 is a flowchart showing an example of a process relating to a restriction on message transmission from a non-player character. [Figure 17] 10 is a flowchart showing an example of a process related to transmission of a message from a non-player character when a specific event is achieved. DETAILED DESCRIPTION OF THE INVENTION

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

[0010] <Game system hardware configuration> As shown in FIG. 1, the game 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 or an angular velocity sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <Functional configuration of the game system> 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 221, game information 222, and user information 223.

[0032] The game program 221 is a program for implementing a game. The game information 222 and the user information 223 are data that the control unit 210 refers to when executing the game program 221.

[0033] The game program 221 may include a program (a game program 121 described later) that is transmitted to the terminal device 10 and executed on the terminal device 10, in addition to the game program executed on the server 20 side. Alternatively, the storage unit 220 may store the game program 221 that is executed on the server 20 side and the program that is executed on the terminal device 10 side.

[0034] The game information 222 is information common between accounts. The game information 222 includes, for example, information for defining various game spaces. A game space is a space in which objects of characters controllable by a user (hereinafter also referred to as "controllable characters" or "player characters") are placed. The game information 222 also 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 game space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information 222 also includes, for example, setting values ​​of various parameters of non-player characters. Hereinafter, a character object placed in the game space may be simply referred to as a "character."

[0035] The user information 223 is information managed for each game account. The user information 223 includes, for example, information about the playable character, information about owned assets, and information indicating the progress of the game. Examples of owned assets include in-game currency, items, and character equipment.

[0036] The control unit 210 controls various processes related to the game by executing a game program 221 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 game system 1 participate in the same game, the server 20 and the terminal device 10 of the game 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 the game program 221 in response to a request from the terminal device 10, etc. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay 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 synchronization processing to support the multiplay function. The server processing unit 212 also issues a command to the transmission / reception unit 211 to send game information 222 or user information 223. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records in the game information 222 or user information 223.

[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 out game information 222 or user information 223 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 the game information 222 or user information 223 in accordance with instructions from the server processing unit 212.

[0041] The synchronization processing unit 214 executes synchronization processing to support the multi-play 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 of the terminal devices 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 (for example, one frame) to each of the terminal devices 10 at predetermined intervals. The operation information is information related to operations input to 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 on one terminal device 10 on 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 a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program 121, game information 122, and user information 123.

[0044] The game program 121 is a program for realizing a game on the terminal device 10 side. The game information 122 and the user information 123 are data that the control unit 110 refers to when executing the game program 121.

[0045] The game information 122 includes the same information as the game information 222 of the server 20. Therefore, a description of the game information 122 will be omitted here.

[0046] The user information 123 is data relating to the account of the user who uses the terminal device 10, and includes information similar to the above-described user information 223 of the server 20. Therefore, a description of the user information 123 will be omitted here.

[0047] The control unit 110 executes a game program 121 stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, a display control unit 114, a message processing unit 115, a second message processing unit 116, and an NPC control unit 119.

[0048] 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.

[0049] 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 .

[0050] The transmitting / receiving unit 112 transmits and receives various types of data. A specific example will be described below.

[0051] The transmitting / receiving unit 112 transmits game information 122 or user information 123, and a synchronization request for supporting the multiplay function, to the server 20. The transmitting / receiving unit 112 receives various data, programs, synchronization data for supporting the multiplay function, and the like from the server 20. The synchronization data includes, for example, synchronization instruction data for instructing each terminal device 10 participating in the 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.

[0052] 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.

[0053] The game progression unit 113 executes various processes related to the progression of the game. Specific examples will be explained below.

[0054] The game progression unit 113 defines the game space based on information for defining the game space, which is included in the game information 122. The game progression unit 113 places objects in the game space based on object setting information included in the game information 122. The game progression unit 113 controls the objects placed in the game space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects within the game space, and controls the objects to perform predetermined actions.

[0055] The game progression unit 113 defines a virtual camera for specifying an area of ​​the game space to be presented to the user. The game progression unit 113 places the virtual camera within the game space by defining the position and orientation of the virtual camera within the game 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.

[0056] The position and orientation of the virtual camera can be determined appropriately for each game 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 such as a playable character or a non-player character, or a static object such as a building, tree, or stone. Dynamic objects include playable characters that act based on the operations of each user and characters (e.g., non-player characters, enemy characters, etc.) that act based on the game program 121, 221. Note that a non-player character can also be defined as a character that is not controlled by any of the users playing the game.

[0057] 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 122 and user information 123 according to the progress of the game.

[0058] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0059] The display control unit 114 generates an image that depicts the area of ​​the game 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.

[0060] 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 game system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the game system 1 does not have to be realized by multiple devices connected via a network.

[0061] <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 program stored in the game 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 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.

[0062] <Basic gameplay> In the following, an example in which the configuration according to this embodiment is applied to a golf game will be described.

[0063] 3 to 5 are examples of display screens showing a space including a golf course as the game space 30. The game space 30 and various objects displayed superimposed on the game space 30 will be described with reference to FIGS.

[0064] The display control unit 114 displays an image of the game space 30 on the display unit 18 in response to instructions from the game progression unit 113. Specifically, the display control unit 114 generates an image depicting the area of ​​the field of view of the virtual camera defined by the control unit 110 within the game space 30 and objects present in that area, and displays the image on the display unit 18. Specifically, the display control unit 114 displays, on the display unit 18, objects present in the game space 30, such as a ball 31 as an object that moves based on a user's operation, a cup 32 as an object that serves as a destination point to which the ball 31 is guided, and a player character 33. The display control unit 114 also superimposes and draws objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus indicating various parameters, on the image, and displays the images on the display unit 18. Specifically, the display control unit 114 displays, on the display unit 18, a cup indicator 36 indicating the position of the cup, as well as objects such as a moving object 40, a power indicator 41, and an indicator object 50, which will be described later.

[0065] The cup indicator 36 is an indicator that is displayed, for example, as a light of a predetermined color extending from the cup 32. The game progression unit 113 sets the cup indicator 36 to a color that is distinguishable from the color of the grass on the course, for example. By displaying the cup indicator 36, the user can easily see the position of the cup 32 in the game space 30 that is projected from behind the player character 33.

[0066] In this embodiment, the game progression unit 113 moves the ball 31 based on a predetermined operation by the user during the execution of one hole (in other words, one stage) of the game, in which the goal is to put the ball 31 into the cup 32. The progression of the game will be described below with reference to Figures 3 to 5.

[0067] The game progression unit 113 instructs the display control unit 114 to display the ball 31 and the player character 33 in an address stance on the display unit 18, as shown in Figure 3. The game progression unit 113 also instructs the display control unit 114 to display the moving object 40 on the display unit 18.

[0068] The moving object 40 is, for example, a circular object that moves along a linear indicator (in FIG. 3, an indicator consisting of a dotted figure and a V-shaped figure arranged in a straight line; hereinafter, referred to as a "power indicator 41") extending from the moving object 40 in a predetermined direction. The power indicator 41 may be assigned a numerical value indicating the power of the shot. The numerical value indicating the power of the shot may be, for example, a percentage indicating the power ratio, or may be yards or meters indicating the distance traveled.

[0069] The operation reception unit 111 receives an operation by the user to select a predetermined position on the touch screen 16. The game progression unit 113 moves the moving object 40 in response to a swipe operation by the user from the selected predetermined position (see FIG. 4). Specifically, if the game progression unit 113 determines that the user's touch position on the touch screen 16 overlaps with the moving object 40, it moves the moving object 40 in response to the user's swipe operation. Furthermore, if the game progression unit 113 determines that the user's touch position on the touch screen 16 is within a predetermined range centered on the moving object 40, it may move the moving object 40 in response to the user's swipe operation. This allows the user to get an idea of ​​the take-back motion of the player character 33, thereby improving the entertainment value of the game.

[0070] It should be noted that the moving object 40 can be moved along the power indicator 41, but "along the power indicator" does not necessarily mean that the moving object 40 moves directly above the power indicator 41, as long as the moving object 40 moves in the direction in which the power indicator 41 extends. Furthermore, the swipe operation for moving the moving object 40 does not have to pass directly above the power indicator 41. In other words, for example, an operation in a predetermined range or direction using the power indicator 41 as a landmark can be considered as an operation for moving the moving object 40.

[0071] Furthermore, the game progression unit 113 may change the shape of the moving object 40 when moving the moving object 40 (see FIGS. 3 to 5).

[0072] When the user swipes the moving object 40 along the power indicator 41 (in other words, when the user swipes in a direction away from the indicator object 50), the game progression unit 113 instructs the display control unit 114 to move and display the indicator object 50 on the display unit 18. Details of the indicator object 50 will be described below.

[0073] First, the structure of the index object 50 will be described in detail. As shown in FIG. 3 , the indicator object 50 is an object having, for example, a shape obtained by cutting the peripheral portion of a fan shape along the outer edge and having a plurality of partitioned regions (hereinafter referred to as “indicator regions 51”). The indicator region 51 is, for example, a region indicating the quality of the shot. Here, the quality of the shot may be, for example, the degree of curvature of the shot ball 31 or the success of the shot (for example, the degree of deviation from the aimed direction, the quality of the hit on the ball 31), etc. Specifically, the central region of the plurality of indicator regions 51 may be the indicator region 51 where the shot ball 31 travels straight (in other words, toward the aimed direction), and regions farther from the center may be the indicator region 51 where the shot ball 31 curves to one side (in other words, deviates from the aimed direction to one side), and regions farther from the center may be the indicator region 51 where the shot ball 31 curves to the other side (in other words, deviates from the aimed direction to the other side), and regions located outside a predetermined range from the center may be the indicator region 51 where the shot ball 31 is a miss shot. The indicator area 51 may also be provided with a symbol indicating the trajectory of the shot ball 31. Here, the symbol may be, for example, an arrow indicating the degree of curvature of the trajectory of the shot ball 31.

[0074] The game progression unit 113 sets the indicator area 51 based on the environment around the ball 31 in the game space 30. Specifically, when the ball 31 is located off the fairway, such as in the rough, a slope, or a bunker, the game progression unit 113 sets the indicator area 51 so that it is more difficult to guide the ball 31 to the intended destination than when the ball 31 is on the fairway. More specifically, for example, when the ball 31 is located off the fairway, the indicator area 51 may be set so that the size of the indicator area 51 where the ball 31 will curve (in other words, deviate from the intended direction) and the size of the indicator area 51 where a mishit occurs are larger relative to the indicator area 51 where the ball 31 will travel straight (in other words, toward the intended direction) and so that the proportion of the indicator area 51 where the ball will curve and the indicator area 51 where a mishit occurs are larger in the indicator object 50 than when the ball 31 is on the fairway. Furthermore, for example, when the ball 31 is located off the fairway, the width of the entire indicator object 50 may be narrower (or wider) than when the ball 31 is located on the fairway.

[0075] Next, the operation of the index object 50 will be described in detail. The game progression unit 113 moves the indicator object 50 back and forth in a direction that intersects with the traveling direction of the ball 31 shot by the player character 33 (in other words, the flight direction) (see FIGS. 3 to 5). Here, the traveling direction refers to the direction in which the ball 31 travels when the user shot the ball 31. In other words, the game progression unit 113 moves the indicator object 50 back and forth in a direction that intersects with the extension direction of the power indicator 41. Specifically, the game progression unit 113 moves the indicator object 50 back and forth at a predetermined angular velocity along a predetermined curve while keeping the indicator object 50 in contact with, for example, one end of the power indicator 41. This increases the difficulty of executing an accurate shot, thereby making the game more entertaining.

[0076] The game progression unit 113 may control the indicator object 50 so that the speed of the reciprocating movement of the indicator object 50 increases as the moving object 40 moves farther away from the indicator object 50. This increases the interest of the game because the greater the power of the shot set by the user, the more difficult it becomes to achieve a shot on the trajectory intended by the user.

[0077] The game progression unit 113 may also change the speed of the reciprocating movement of the indicator object 50 based on the environment around the ball 31. For example, when the ball 31 is located off the fairway, such as in the rough, on a slope, or in a bunker, the game progression unit 113 may increase the movement speed of the indicator object 50 compared to when the ball 31 is located on the fairway. This makes it more difficult to execute an appropriate shot the more adverse the environment for the shot, thereby improving the enjoyment of the game.

[0078] The game progression unit 113 determines the position of the moving object 40 based on an input operation by the user, and when the input operation is released, performs shot execution processing that moves the moving object 40 toward the indicator object 50 and executes a shot according to the release position of the input operation and an indicator in the indicator area 51 that is determined by the positional relationship between the indicator object 50 and the moving object 40 after movement. In other words, the shot execution processing is processing that determines the arrival position of the ball based on the release position of a specific input operation and the indicator in the indicator area 51 that is determined by the positional relationship between the indicator object 50 and the moving object 40 after movement.

[0079] The shot execution process may include a power determination process and a trajectory determination process.

[0080] The power determination process is a process for determining the power of a shot based on, for example, the release position when the user's input operation is released. Specifically, as shown in Fig. 4, the game progression unit 113 moves the moving object 40 along the power indicator 41 from a predetermined position selected by the user in response to a swipe operation by the user. The swipe operation here is, for example, an operation in a direction away from the indicator object 50.

[0081] In the power determination process, the game progression unit 113 increases the power of the shot the longer the distance from the indicator object 50 of the moving object 40 determined by the end point of the swipe operation. Specifically, the game progression unit 113 determines the power according to, for example, the power indicator 41 corresponding to the release position. The greater the power determined according to the power indicator 41, the farther the shot ball 31 will fly. The power indicator 41 is set so that, for example, the numerical value indicating the power increases as the ball moves farther away from the indicator object 50. In FIG. 4, the release is performed at a position indicating "90%" on the power indicator 41, so the power of the shot is "90%" of the maximum power.

[0082] The trajectory determination process is a process of determining the trajectory of the shot (in other words, the direction in which the ball 31 will head) based on, for example, the positional relationship between the moving object 40 and the indicator object 50 after movement. Specifically, for example, when a specific input operation related to determining the power (for example, a swipe operation in a direction away from the indicator object 50) is released, the game progression unit 113 moves the moving object 40 toward the indicator object 50 along the power indicator 41 (see FIGS. 4 and 5). In other words, at the same time as determining the power of the shot, the process automatically transitions to a procedure for determining the trajectory of the ball. This makes it possible to provide the user with seamless shot operations, thereby improving the enjoyment of the game.

[0083] In the trajectory determination process, the game progression unit 113 may move the moving object 40 in a direction instructed by a user operation. That is, when a specific input operation related to power determination is released, the game progression unit 113 moves the moving object 40 toward the index object 50. At this time, for example, the game progression unit 113 may move the moving object 40 in a direction instructed by a flick operation by the user at the time of the release. FIG. 5 shows an example of a display screen in this case. This allows the user to perform a shot operation with a high degree of freedom, thereby improving the entertainment value of the game. Furthermore, for example, at the time of the release, the user may perform a swipe operation in a direction different from the swipe operation related to power determination (for example, a swipe operation in a direction that moves the moving object 40 closer to the index object 50), and the moving object 40 may be moved in the direction instructed by the user by the swipe operation in the different direction. Here, for example, a swipe operation in the different direction may be performed until the moving object 40 contacts the indicator object 50, or a flick operation may be performed after a swipe operation in the different direction is performed up to a point before the moving object 40 contacts the indicator object 50. Furthermore, when an operation to end contact with the touch screen 16 (e.g., a touch-off operation to remove the finger) is performed after a specific input operation related to determining the power of the shot, the moving object 40 may move toward a predetermined position such as the end of the power indicator 41 on the indicator object 50 side (in other words, toward the indicator object 50). Note that the predetermined position may vary depending on the input operation related to determining the power, etc. That is, in this embodiment, "releasing the specific input operation related to determining the power" is not limited to, for example, releasing the finger from contact with the touch screen 16, but may also mean changing the direction of movement of the finger that has been moving in a predetermined direction (e.g., a direction away from the indicator object 50) (e.g., by a predetermined angle or more, or toward the indicator object 50), etc.In other words, "cancelling a specific input operation" may mean changing a previously performed operation (e.g., a swipe operation in a predetermined direction) to another operation (e.g., a touch-off operation, a flick operation, or a swipe operation in another direction). Furthermore, the "cancellation position" of the input operation may also be the position of the finger or the position of the moving object 40 when the input operation is released. It should be noted that even if a specific input operation related to determining power is performed and the touch on the touch screen 16 related to the input operation is temporarily released, it is possible to perform a flick operation, a swipe operation, or the like that indicates the movement direction of the moving object.

[0084] In the trajectory determination process, the game progression unit 113 may move the moving object 40 at a constant speed, or may increase the moving speed of the moving object 40 as the distance from the release position to the indicator object 50 increases. Furthermore, the moving speed of the moving object 40 may increase as the moving object 40 approaches the indicator object 50 from the release position. This makes it more difficult to execute a shot along the trajectory intended by the user, thereby improving the entertainment value of the game.

[0085] In the trajectory determination process, the game progression unit 113 determines the indicator area 51 of the indicator object 50 that the moving object 40 has reached after moving (hereinafter referred to as the "reached indicator 51"), as shown in FIG. 5. The game progression unit 113 determines the trajectory of the ball 31 based on the reached indicator 51. For example, if the indicator area 51 that was set to cause the ball to curve to the right becomes the reached indicator 51, the game progression unit 113 sets the shot ball 31 to slice or fade. This allows the user to intentionally curve the trajectory of the ball through their operation, and can also provide the user with a situation in which the trajectory of the ball curves unintentionally, thereby increasing the entertainment value of the game.

[0086] That is, in the shot execution process, the game progression unit 113 determines the ball's arrival position based on, for example, the power of the shot determined in the power determination process and the trajectory of the shot determined in the trajectory determination process (in other words, the direction in which the ball 31 is heading).

[0087] Next, the flow of processing executed by the terminal device 10 in the first state will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the flow of processing executed by the terminal device 10.

[0088] In step S100, the game progression unit 113 instructs the display control unit 114 to display objects such as the moving object 40 on the display unit 18. Specifically, the game progression unit 113 instructs the display control unit 114 to display the player character 33 in an address pose, the moving object 40, the power indicator 41, and the indicator object 50 on the display unit 18, as shown in FIG.

[0089] Next, in step S101, the game system 1 accepts an input operation from the user on the touch screen 16. If the game progression unit 113 determines that, for example, a predetermined range centered on the moving object 40 has been touched, it transitions to step S102.

[0090] Next, in step S102, the game progression unit 113 moves the moving object 40 along the power indicator 41 in response to a swipe operation by the user.

[0091] Next, in step S103, the game progression unit 113 moves the indicator object 50 (for example, moves it back and forth).

[0092] Next, in step S104, the game progression unit 113 accepts a user operation to cancel the swipe operation that moved the moving object 40 (for example, a touch-off operation, a flick operation, or a swipe operation in another direction).

[0093] Next, in step S105, the game progression unit 113 determines the release position and also determines the power of the shot corresponding to that release position.

[0094] Next, in step S106, the game progression unit 113 moves the moving object 40 towards the indicator object 50.

[0095] Next, in step S107, the game progression unit 113 determines the reached indicator 51 of the indicator object 50 that has been reached by the moved moving object 40. The game progression unit 113 determines the trajectory of the ball 31 that corresponds to the reached indicator 51.

[0096] Next, in step S108, the arrival position of the ball 31 is identified based on the power of the shot and the arrival indicator 51.

[0097] Next, in step S109, the game progression unit 113 displays an image of the player character making a shot on the display unit 18. The game progression unit 113 also moves the position of the ball 31 within the game space 30 in accordance with the determined power of the shot and the trajectory of the ball 31.

[0098] The game system 1 repeatedly executes steps S100 to S109 for each shot.

[0099] <Battle function> In the game of this embodiment, for example, a player character 33 operated by a user using the user's terminal device 10 can compete against an opponent character operated by another user using the other user's terminal device 10 or an opponent character operated by a computer. That is, the player's opponent (in other words, the opponent character competing against the player's character) may be a character operated by another user or a non-player character. In other words, the user's opponent may be another user (i.e., a human) or a virtual user automatically controlled by a computer. Here, a virtual user is another user (in other words, a virtual user) operating a non-player character from the perspective of the user competing against the non-player character. Note that in this specification, virtual users are also referred to as non-player characters.

[0100] In this embodiment, the game progresses by the user and the opponent alternately performing an operation to shoot the ball 31. In other words, in the game of this embodiment, there are turns (in other words, scenes) in which the user performs an operation on an object (for example, the player character 33, the ball 31, or a predetermined UI), and turns in which the opponent performs an operation on an object (for example, the player character 33, the ball 31, or a predetermined UI).

[0101] For example, when the opponents are humans, specifically when a first user and a second user, both of whom are humans, play against each other, the game proceeds as follows. First, during the first user's turn to perform an operation, the first user performs an operation to shoot the ball 31 on his / her own terminal device 10 (for example, a touch operation to determine the direction of the shot, a swipe operation on the moving object 40, etc.). At this time, the display unit 18 of the terminal device 10 of the second user, who is the opponent, displays an image of the first user performing the operation. Specifically, the display control unit 114 of the terminal device 10 of the second user causes the display unit 18 to display, on the basis of the operation of the first user, a display of the moving object 40 and the indicator object 50 moving, and a display of the character of the first user (in other words, the player character 33) performing a shot motion. When the ball 31 is shot based on the operation of the first user, it becomes the second user's turn.

[0102] During the second user's turn to perform an operation, the second user performs an operation to shoot the ball 31 on his / her own terminal device 10 (for example, a touch operation to determine the shot direction or a swipe operation on the moving object 40). At this time, the display unit 18 of the terminal device 10 of the first user displays an image of the second user performing the operation. Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a display of the moving object 40 and the index object 50 moving based on the operation of the second user, and a display of the second user's character (in other words, the player character 33) performing a shot motion, etc. When the ball 31 is shot based on the operation of the second user, it is the first user's turn.

[0103] Furthermore, for example, when the opponent is a non-player character, specifically when a first human user plays against a virtual user, the game proceeds as follows: First, in the first user's turn to perform an operation, the first user performs an operation to shoot the ball 31 on his / her own terminal device 10. When the ball 31 is shot based on the first user's operation, it is the virtual user's turn.

[0104] During the virtual user's turn to perform an operation, the display unit 18 of the terminal device 10 of the first user displays the virtual user performing an operation to shoot the ball 31 (for example, a touch operation to determine the direction of the shot, a swipe operation on the moving object 40, etc.). Specifically, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a display of the moving object 40 and the index object 50 moving based on the virtual user's operation, and a display of the virtual user's character (in other words, a non-player character) performing a shot motion, etc. When the ball 31 is shot based on the virtual user's operation, it is the first user's turn.

[0105] That is, in this embodiment, the terminal device 10 of the first user also displays objects (e.g., moving object 40, ball 31, the second user's character, non-player character, etc.) operated by the second user or virtual user who is the first user's opponent, and displays how the objects move based on the operation of the second user or virtual user.

[0106] The operation by the virtual user is realized by the NPC control unit 119. The NPC control unit 119 may determine what operation the virtual user will perform and instruct the display control unit 114 to display on the display unit 18 how the moving objects 40, the indicator objects 50, and the like move in a manner corresponding to the determined operation. The NPC control unit 119 may determine what operation the virtual user will perform, for example, based on past play data of a predetermined user stored in the storage unit 220 of the server 20. Specifically, the NPC control unit 119 may determine, as the operation to be performed by the virtual user, an operation that imitates an operation previously performed by an arbitrary user among multiple users who use the game (in other words, an operation determined based on an operation previously performed by an arbitrary user). In other words, the non-player character may be a so-called ghost, or the like. The NPC control unit 119 may also determine what operation the virtual user will perform, for example, using AI, or the like. The NPC control unit 119 may be included in the server 20.

[0107] That is, in this embodiment, the virtual user performs an operation on an object, but the operation is a pseudo-operation that can be recognized as being performed by a human from the perspective of a user competing against the virtual user. Note that the operation may be realized internally simply by generating an image that makes it appear as if a human is performing the operation.

[0108] In the game of this embodiment, the operation for starting a battle with another user and the operation for starting a battle with a non-player character are the same operation. In other words, when a specific operation is performed by the user, the game system 1 determines whether to start a battle with another user or a non-player character, and starts the battle, so that the battle starts in a state where the user does not know whether the opponent is another user (in other words, a human) or a non-player character.

[0109] <Message function> Next, the message function will be described. In the game of this embodiment, each user can send and receive messages with their opponent. Furthermore, messages can be sent and received even when the opponent is a non-player character. In other words, the game of this embodiment has a chat function.

[0110] The message processing unit 115 sends a message to the opponent based on an input operation by the user. As shown in FIG. 3 , during a match with the opponent, the message processing unit 115 instructs the display control unit 114 to display, on the display unit 18, a window display object 60 that is operated when sending a message to the opponent. Furthermore, when an input operation is performed on the window display object 60, the message processing unit 115 instructs the display control unit 114 to display, on the display unit 18, a plurality of pre-registered messages (hereinafter referred to as "standard messages") as candidates for messages to be sent to the opponent. Specifically, when an input operation is performed on the window display object 60, the message processing unit 115 displays, on the display unit 18, a UI (hereinafter referred to as a "selection window 62") that allows a message to be selected, as shown in FIG. 7 . Furthermore, a plurality of standard messages are displayed in the selection window 62. Then, when the operation receiving unit 111 receives an input operation for selecting a standard message displayed in the selection window 62 (in other words, an operation for inputting a standard message), the message processing unit 115 sends the selected standard message to the opponent.

[0111] If the opponent is another user, the message processing unit 115 of the user's terminal device 10 transmits a fixed message to the message processing unit 115 of the opponent's terminal device 10 via the server 20. Then, upon receiving the fixed message, the message processing unit 115 instructs the display control unit 114 to display the received fixed message on the display unit 18. That is, when the user performs an input operation on his / her own terminal device 10 to transmit a fixed message to the opponent, the display control unit 114 of the opponent's terminal device 10 displays the transmitted fixed message on the display unit 18.

[0112] 8, in this embodiment, a message 63 sent by a user to an opponent (in other words, a standard message selected in the selection window 62 or the like) is displayed on the left side of the display area of ​​the display unit 18 of the terminal device 10 of the user. Also, a message 64 sent by the opponent to the user is displayed on the right side of the display area of ​​the display unit 18 of the terminal device 10 of the user.

[0113] An example of a fixed message is shown in FIG. 9. The fixed messages are stored in the storage unit 120, which serves as a message information storage unit. The fixed messages are stored with identification information (hereinafter referred to as a "message ID"; see FIGS. 10 and 11) that allows each fixed message to be identified, and attributes. That is, the fixed messages stored in the storage unit 120 allow a specific fixed message to be identified from among multiple fixed messages based on the message ID. The fixed messages stored in the storage unit 120 are classified into multiple attributes (in other words, categories). Each attribute is also assigned identification information (hereinafter referred to as an "attribute ID") that allows each attribute to be identified. Each fixed message may be stored as, for example, image information. Information related to the fixed messages may be stored in the storage unit 220. In other words, the display of a fixed message on each terminal device 10 may be performed based on the information related to the fixed messages stored in the storage unit 120, or may be performed based on the information related to the fixed messages stored in the storage unit 220.

[0114] In this embodiment, the attributes of standard messages are "normal," "fun," "shout," "thought," and "sad." The attribute "normal" is assigned to standard messages that indicate a neutral emotion. The attribute "fun" is assigned to standard messages that indicate a positive emotion. The attribute "shout" is assigned to standard messages that indicate emotions such as anger or surprise. The attribute "thought" is assigned to standard messages that indicate emotions such as worry or impatience. The attribute "sad" is assigned to standard messages that indicate a negative emotion. That is, in this embodiment, standard messages are classified according to the emotion indicated by each standard message. In other words, standard messages are classified according to the meaning of each standard message.

[0115] In this embodiment, one attribute is attached to one fixed message, but multiple attributes may be attached to one fixed message. In other words, among multiple fixed messages, there may be at least one fixed message with multiple attributes attached.

[0116] Furthermore, the fixed messages include two types of fixed messages: verbal messages (in other words, verbal fixed messages) and non-verbal messages (in other words, non-verbal fixed messages). A verbal message is a message that includes text. A non-verbal message is a message that does not include text. In the example shown in FIG. 9, the fixed messages arranged in the columns "Text Chat 1," "Text Chat 2," and "Text Chat 3" are verbal messages. Furthermore, the fixed messages arranged in the columns "Emoticon 1," "Emoticon 2," "Character Stamp 1," and "Character Stamp 2" are non-verbal messages.

[0117] Furthermore, the standard messages are divided into two groups: a first chat information group 65 and a second chat information group 66. As shown in FIG. 7, in the selection window 62, a plurality of messages as candidate messages to be sent to the opponent are displayed, divided into a first chat information group 65 and a second chat information group 66. The selection window 62 has a tab 67, and the type of candidate messages displayed in the selection window 62 changes in response to an input operation on the tab 67. In the example shown in FIG. 7, the first chat information group 65 and the second chat information group 66 are displayed simultaneously (in other words, on one screen) in the selection window 62. However, for example, there may be a state in which only the first chat information group 65 (e.g., only verbal messages) is displayed and a state in which only the second chat information group 66 (e.g., only non-verbal messages) is displayed, and the two states may be switched in response to an input operation on the tab 67, etc.

[0118] In order to enable display of the first chat information group 65 and the second chat information group 66, the standard messages are classified into standard messages belonging to the first chat information group 65 and standard messages belonging to the second chat information group 66 and stored in the storage unit 120.

[0119] The first chat information group 65 is a group in which the number of verbal messages is greater than the number of non-verbal messages. Specifically, in this embodiment, the number of non-verbal messages in the first chat information group 65 is "0," and the first chat information group 65 is composed only of verbal messages. Furthermore, the first chat information group 65 is a group that includes a plurality of verbal messages.

[0120] The second chat information group 66 is a group in which the number of non-verbal messages is greater than the number of verbal messages. Specifically, in this embodiment, the number of verbal messages in the second chat information group 66 is "0", and the second chat information group 66 is composed only of non-verbal messages. Furthermore, the second chat information group 66 is a group that includes a plurality of non-verbal messages.

[0121] Furthermore, the first chat information group 65 and the second chat information group 66 are each made up of a plurality of standard messages, but the standard messages included in the first chat information group 65 are not included in the second chat information group 66, and the standard messages included in the second chat information group 66 are not included in the first chat information group 65. However, some of the standard messages included in one chat information group may be included in the other chat information group.

[0122] The second message processing unit 116 controls the transmission of messages from non-player characters serving as opponents to the user. When a user transmits a message to a non-player character, the second message processing unit 116 responds to the message. Specifically, when the message processing unit 115 transmits a fixed message to a non-player character based on a user's operation, the second message processing unit 116 transmits a fixed message to the user as a reply to the fixed message. Then, when the fixed message is transmitted from the second message processing unit 116, the display control unit 114 of the user's terminal device 10 causes the display unit 18 to display the transmitted fixed message. Note that the second message processing unit 116 may transmit a message from a non-player character to the user spontaneously upon a predetermined trigger, not limited to when the user transmits a message to the non-player character.

[0123] Note that a message from a non-player character to a user transmitted from the second message processing unit 116 is received, for example, by the message processing unit 115 of the user's terminal device 10, and the message processing unit 115 instructs the display control unit 114 to display the message on the display unit 18. However, this transmission and reception does not necessarily involve actual transmission. For example, in a case where the terminal device 10 includes the message processing unit 115 and the second message processing unit 116 as in the present embodiment, the second message processing unit 116 determines a message to be sent from a non-player character to a user and makes the determined message recognizable by the message processing unit 115 (in other words, making the display control unit 114 capable of displaying the determined message on the display unit 18) is also included in "the second message processing unit 116 transmitting a message from a non-player character" and "the message processing unit 115 receiving a message from a non-player character." Note that, for example, the second message processing unit 116 may be wholly or partly included in the control unit 210 of the server 20. In this case, messages exchanged between message processing unit 115 and second message processing unit 116 can be transmitted via a network.

[0124] In this embodiment, reply patterns for second message processing unit 116 to messages from users are defined. Specifically, second message processing unit 116 replies using a reply table 70 that defines reply patterns and is stored in storage unit 120, which serves as a reply rule storage unit. An example of reply table 70 is shown in FIGS. 10 and 11. The reply table 70 defines the correspondence between messages sent by users and replies to those messages. Specifically, the reply table 70 defines standard messages to be sent as replies for each attribute of a message sent by a user.

[0125] For example, when a user sends a fixed message with the attribute "normal" to a non-player character, the non-player character (in other words, the second message processing unit 116) sends a reply with a fixed message with the attribute "normal" and a message ID "0001", a fixed message with the attribute "fun" and a message ID "0002", or a fixed message with the attribute "fun" and a message ID "0011", as shown in Figure 10(a). Note that which fixed message to send from among the message IDs "0001", "0002", and "0011" is determined randomly.

[0126] Also, for example, if a user sends a fixed message with the attribute "fun" to a non-player character, the non-player character will reply with a fixed message with the attribute "normal" and message ID "0001," a fixed message with the attribute "fun" and message ID "0002," or a fixed message with the attribute "fun" and message ID "0003," as shown in Figure 10(b). Note that which fixed message to send from among the message IDs "0001," "0002," and "0003" is determined randomly.

[0127] Also, for example, if a user sends a fixed message with the attribute "shout" to a non-player character, the non-player character will reply with a fixed message with the attribute "normal" and message ID "0001," a fixed message with the attribute "thinking" and message ID "0010," or a fixed message with the attribute "fun" and message ID "0011," as shown in Figure 10(c). Note that which fixed message to send from among the message IDs "0001," "0010," and "0011" is determined randomly.

[0128] Also, for example, if a user sends a fixed message with the attribute "thinking" to a non-player character, the non-player character will reply with a fixed message with the attribute "normal" and message ID "0001," a fixed message with the attribute "thinking" and message ID "0007," or a fixed message with the attribute "fun" and message ID "0011," as shown in Figure 11(d). Note that which fixed message to send is randomly determined from among the message IDs "0001," "0007," and "0011."

[0129] Also, for example, if a user sends a fixed message with the attribute "sadness" to a non-player character, the non-player character will reply with a fixed message with the attribute "fun" and message ID "0003," a fixed message with the attribute "sadness" and message ID "0009," or a fixed message with the attribute "fun" and message ID "0011," as shown in Figure 11(e). Note that which fixed message to send from among the message IDs "0003," "0009," and "0011" is determined randomly.

[0130] In this embodiment, regardless of whether the user sent a verbal or non-verbal message to a non-player character, the probability that the standard message sent by the second message processing unit 116 as a reply will be a non-verbal message is set to be higher than the probability that it will be a verbal message. In other words, the probability that the second message processing unit 116 will send a non-verbal message when replying is higher than the probability that a non-verbal message will be sent if the standard message to be sent is determined completely randomly from all standard messages prepared as standard messages that the user can send (in other words, all standard messages displayed in the selection window 62) (in other words, if the standard message to be sent is determined with equal probability for all standard messages). Note that when "the first probability is higher than the second probability," the lower probability may be 0%. In this embodiment, regardless of whether the user sent a verbal or non-verbal message to a non-player character, the reply sent by the second message processing unit 116 is always a non-verbal message. In other words, all of the standard messages that second message processing unit 116 can send as replies are non-verbal messages. Specifically, in this embodiment, even if the user sends a linguistic message, a non-verbal message selected based on the attributes of the linguistic message is sent as a reply. Note that the standard messages that second message processing unit 116 can send as replies may include a linguistic message.

[0131] In this manner, in this embodiment, the probability that the standard message sent as a reply by the second message processing unit 116 is a non-verbal message is set higher than the probability that it is a verbal message, which prevents the flow of conversation from becoming unnatural, thereby improving the entertainment value of the game.

[0132] In this embodiment, the fixed message sent by the second message processing unit 116 as a reply based on a message sent from the user to a non-player character (in other words, a fixed message sent in response to a message sent from the user to a non-player character) is always a non-verbal message, but the fixed message sent by the second message processing unit 116 voluntarily from a non-player character to a user (in other words, a fixed message sent in response to a predetermined trigger other than the sending of a message from the user to a non-player character) includes not only non-verbal messages but also verbal messages. This configuration prevents the flow of conversation from becoming unnatural due to the content of the reply, while preventing the user from being made aware that the opponent is a non-player character due to only non-verbal messages being sent. This therefore improves the enjoyment of the game.

[0133] For example, second message processing unit 116 may send a fixed message with the same attributes as the fixed message sent by the user as a reply. In this embodiment, regardless of the attributes of the fixed message sent by the user, a fixed message with the same attributes as the fixed message sent by the user can be sent as a reply.

[0134] In this embodiment, second message processing unit 116 may send a different fixed message as a reply, but with the same attribute as the fixed message sent by the user. Specifically, when a user sends a fixed message with message ID "0002" and the attribute "fun," second message processing unit 116 may send a fixed message with message ID "0011" and the attribute "fun" as a reply (see FIG. 10).

[0135] It should be noted that attributes that can be sent as replies to multiple attributes may be prepared. In other words, there may be multiple attributes that can be sent as replies to one attribute. In this embodiment, the attribute "normal" can be sent as a reply even when the user sends a standard message with any of the attributes "normal," "fun," "shout," and "think." It should be noted that attributes that can be sent as replies to all attributes related to standard messages sent by the user may be prepared.

[0136] Note that messages with the attribute "normal" can also be considered non-verbal messages that can serve as indirect replies to messages sent from the user to non-player characters. That is, in this embodiment, there are non-verbal messages that can serve as direct replies to messages from the user, and non-verbal messages that can serve as indirect replies, and second message processing unit 116 is capable of sending non-verbal messages that can serve as indirect replies to the user.

[0137] In addition, the probability that the standard message sent by the second message processing unit 116 as a reply is the same as the standard message sent by the user may be higher than the probability that it is a standard message different from the standard message sent by the user.

[0138] In this embodiment, the standard message sent by the second message processing unit 116 as a reply is randomly selected from a plurality of candidates determined based on the attributes of the standard message sent by the user. However, the standard message sent as a reply does not have to be completely randomly selected from the plurality of candidates. For example, the probability of each of the plurality of candidates being selected may be equal, or there may be a bias. Also, for example, for each of the attributes "normal," "joyful," "shouting," "thoughtful," and "sad," if a user sends a standard message with a specific attribute, the standard message selected as a reply may be more likely to have an attribute other than "normal" than to have the attribute "normal."

[0139] It should be noted that second message processing unit 116 does not have to use reply table 70 to determine the message to be sent as a reply, and may instead use, for example, AI (Artificial Intelligence) to determine the message to be sent as a reply.

[0140] It can also be said that the second message processor 116 is more likely to send a fixed message constituting the second chat information group 66 as a reply than a fixed message constituting the first chat information group 65, regardless of whether the user sent a fixed message constituting the first chat information group 65 or a fixed message constituting the second chat information group 66. That is, in this embodiment, the user is able to select and send an element they want to send from one or more elements constituting the first chat information group 65 and one or more elements constituting the second chat information group 66. In contrast, the second message processor 116 may send an element of the second chat information group 66 as a reply, regardless of whether the user sent an element of the first chat information group 65 or the second chat information group 66. It is also possible for the second message processor 116 to always send an element of the second chat information group 66 as a reply, regardless of whether the user sent an element of the first chat information group 65 or the second chat information group 66. When sending a reply to a fixed message sent by a user, the second message processing unit 116 may always include a fixed message constituting the second chat information group 66 in the reply. That is, the second message processing unit 116 may send a fixed message constituting the first chat information group 65 as a reply, but when sending a fixed message constituting the first chat information group 65 as a reply, the second message processing unit 116 may also send a fixed message constituting the second chat information group 66 together. Furthermore, when the second chat information group 66 includes a verbal message, the second message processing unit 116 may send only a non-verbal message as a reply without sending a verbal message from the fixed messages constituting the second chat information group 66 as a reply.

[0141] The second message processing unit 116 may determine a fixed message to be sent as a reply based on the game situation (and the fixed message sent by the user). The game situation here includes the respective scores, etc. In this example, the fixed message with message ID "0003" is described as having two attributes, "fun" and "sad." For example, if the game situation is "a situation in which the user is in the lead and the user has performed a good shot," and the user sends a fixed message with message ID "0003," the situation is favorable for the user, so the second message processing unit 116 may determine that the fixed message is a fixed message with the attribute "fun" and send a reply from among the candidates shown in FIG. 10(b). Alternatively, if the game situation is such a situation and the user sends a fixed message with message ID "0003," the situation is bad for the non-player character, so the second message processing unit 116 may determine that the fixed message has the attribute "sadness" and reply from among the candidates shown in FIG. 11(e). That is, among the multiple fixed messages, at least one fixed message may have multiple attributes, and when a fixed message with multiple attributes is sent, the second message processing unit 116 may reply based on one of the attributes assigned to the fixed message. Note that the second message processing unit 116 may not determine the attribute of the fixed message sent by the user based on the game situation, but may instead determine a fixed message to send as a reply from reply candidates predetermined for each game situation, depending on the game situation.

[0142] Note that second message processing unit 116 may send a reply from a non-player character after a predetermined period of time has elapsed since the user sent the message, rather than immediately after the message was sent from the user. Also, the predetermined period of time does not have to be constant.

[0143] Note that at least one of the message sent from the user to the non-player character and the message sent from the non-player character to the user does not have to be a fixed message. For example, it may be possible for the user to send a message to the non-player character by text input.

[0144] (Non-player character response probability) In this embodiment, second message processing unit 116 does not always reply to a message sent from a user, which will be described below.

[0145] The second message processing unit 116 controls the probability of sending a reply based on the number of messages sent from the user to the non-player character.

[0146] Specifically, when the user sends a first message to a non-player character during a battle with the non-player character, the second message processing unit 116 will reply with a 50% probability. More specifically, when the second message processing unit 116 receives the first message, it performs a lottery to determine whether or not to send a reply, and in this lottery, there is a 50% probability that a reply will be sent and a 50% probability that a reply will not be sent. The second message processing unit 116 also performs a similar lottery for the following cases in which a reply will be sent with each of the following probabilities:

[0147] Furthermore, when the user transmits the second to fourth messages to the non-player character, second message processing unit 116 will reply to each of the second to fourth messages with a probability of 30%.

[0148] Furthermore, when the user transmits a message to a non-player character for the fifth time or later, second message processing unit 116 responds to each message from the fifth time onwards with a 10% probability.

[0149] Furthermore, as described above, the second message processing unit 116 counts the number of messages sent by the user and changes the reply probability in accordance with the count. However, if no new message is sent within 60 seconds after the user sent a message, the second message processing unit 116 resets the message count to 0 (in other words, resets it). That is, the second message processing unit 116 changes the probability of sending a reply in accordance with the number of messages sent from the user to a non-player character; specifically, it changes the probability of sending a reply in accordance with the number of messages sent so that the transmission interval between each message is within a predetermined interval. In other words, "changing the probability of sending a reply in accordance with the number of messages sent from the user to a non-player character" includes changing the probability of sending a reply in accordance with the frequency of sending messages from the user to a non-player character.

[0150] In other words, the second message processing unit 116 controls the probability of transmitting a reply based on the number of messages transmitted from the user to the non-player character within a predetermined period of time. Here, the predetermined period may be a predetermined period in which the transmission interval between messages is within a predetermined interval, as described above. The predetermined period may also be, for example, a fixed period of time from when the first message is transmitted. The predetermined period may also be, for example, the period from the start to the end of a match. The predetermined period may also be, for example, the period from the start to the end of each character's turn (in other words, the period for one shot).

[0151] If a user replies to every message sent by the user, there is a risk that the user may become aware that the opponent is a non-player character. According to this embodiment, by controlling the probability of replying to messages, it is possible to realize a reaction similar to that when an actual user replies, and it is possible to provide a game in which the user does not become aware that they are playing with a non-player character. Therefore, the enjoyment of the game is improved.

[0152] In the present embodiment, second message processing unit 116 determines by lottery whether to reply to each message from the user, but whether to reply to each message may be predetermined. For example, second message processing unit 116 may control replies so as to reply to each of the first to fifth messages and not reply to the sixth and subsequent messages. Also, for example, one or more tables that define whether to reply to each message (e.g., a predetermined table that replies to each of the first to third messages, does not reply to the fourth message, and replies to the fifth message) may be prepared in storage unit 120, and second message processing unit 116 may determine whether to reply based on the table. In other words, the second message processing unit 116 performs control to change the probability of sending a reply depending on the number of messages sent from the user to the non-player character, and the control may be such that the probability of a reply being sent to the user changes as a result (for example, the probability of a reply being sent decreases as the number of messages sent within a specified period increases).

[0153] In addition, in this embodiment, there are multiple stages (specifically, a first stage, stages for the second to fourth times, and stages for the fifth time and beyond) according to the number of times a message is sent from the user (in other words, sending frequency), and the probability of a reply changes depending on each stage, but the number of stages may be two, or may be three or more.

[0154] Furthermore, the second message processing unit 116 controls the probability of sending a reply so that the greater the number of messages sent from the user to the non-player character (in other words, the higher the frequency), the lower the probability of sending a reply. However, if the number of messages reaches a predetermined number or more, the probability of sending a reply may be set to 0%. With this configuration, it is possible to express the state in which the opponent feels annoyed, and to provide a game in which the user is not made aware that they are playing with a non-player character. This improves the entertainment value of the game.

[0155] As described above, the second message processing unit 116 controls the probability of sending a reply based on the history of messages sent from the user to the non-player character, specifically, the number of times the message was sent (in other words, the frequency of sending). The second message processing unit 116 may also change the probability of sending a reply based on conditions related to the history of messages sent from the user to the non-player character other than the number of times the message was sent. For example, the second message processing unit 116 may change the probability of sending a reply based on the content of the message sent from the user to the non-player character, specifically, the length of the message (e.g., the number of characters or the amount of data). Specifically, for example, if the length of the message is longer than a predetermined length, the second message processing unit 116 may set the probability of sending a reply to 0%. In other words, the second message processing unit 116 may change the probability of sending a reply based on, for example, the number of characters in the message sent from the user to the non-player character. The second message processing unit 116 may also change the probability of sending a reply based on, for example, the amount of data (e.g., the number of bytes) in the message sent from the user to the non-player character.

[0156] Second message processing unit 116 may change the probability of sending a reply depending on the situation of the game.

[0157] Specifically, for example, the second message processing unit 116 may change the probability so that the probability of transmitting a reply is higher when the non-player character is in an advantageous position relative to the user (in other words, the player character 33) (for example, when the ball 31 is closer to the cup 32 than the user) than when the non-player character is in an unfavorable position. This configuration can express the opponent being in good form and talkative, and can provide a game in which the user is not aware that they are playing against a non-player character. This improves the entertainment value of the game.

[0158] Note that second message processing unit 116 may change the timing at which it performs the process of resetting the count number of messages to 0 (in other words, resetting) depending on the situation of the game.

[0159] As described above, the second message processing unit 116 controls the probability of sending a reply based on a predetermined condition. The predetermined condition may be, for example, a condition related to the history of messages sent from the user to the non-player character. Specifically, for example, the second message processing unit 116 may control the probability of sending a reply so that when the number of messages sent from the user is equal to or greater than a predetermined number, the probability is lower than when the number is less than the predetermined number. For example, the second message processing unit 116 may control the probability of sending a reply so that when the length of the message sent from the user is equal to or greater than a predetermined length, the probability is lower than when the length is less than the predetermined length. For example, the second message processing unit 116 may control the probability of sending a reply so that when the number of characters in the message sent from the user is equal to or greater than a predetermined number, the probability is lower than when the number is less than the predetermined number. For example, the second message processing unit 116 may control the probability of sending a reply so that when the data volume (e.g., number of bytes) of the message sent from the user is equal to or greater than a predetermined amount, the probability is lower than when the data volume is less than the predetermined amount. For example, the predetermined condition may be a condition related to the game situation. For example, second message processing unit 116 may perform control so that the probability of sending a reply is higher when the non-player character is in an advantageous position compared to the user, compared to when the non-player character is in an unfavorable position.

[0160] Note that second message processing unit 116 may control the probability of sending a reply based on the number of messages sent from the user to the non-player character, and may also perform predetermined exception processing depending on the situation of the game. Specifically, for example, if a user sends a message (for example, a standard message expressing a positive emotion such as "Amazing") at the time when a non-player character makes a good shot, even if that message is the tenth message (i.e., a message with a normal reply probability of 10%), the reply may be made with an increased probability of reply (in other words, for example, without lowering the reply probability, but with the same probability as the reply probability for the first message (specifically, 50%)).

[0161] Furthermore, second message processing unit 116 may control the response probability to be lower when a user sends the same message consecutively than when different messages are sent. Specifically, for example, if a user sends M different messages (where M is an integer equal to or greater than 2) within a predetermined period and the response probability to the Mth message is X (e.g., 30%), the response probability to the Mth message when the user sends the same message M times within the predetermined period may be set lower than X.

[0162] Furthermore, the second message processing unit 116 may increase the reply probability when the message sent by the user is a standard message with a high rarity. Specifically, for example, if the normal reply probability to a message sent by a user (e.g., the reply probability when the message is a standard message with a low rarity) is Y (e.g., 50%), the reply probability when the message is a standard message with a high rarity may be higher than Y. Note that here, a standard message with a high rarity may be, for example, a standard message that does not exist by default (in other words, in the initial state of the game) and is obtained by a predetermined lottery (so-called gacha) or by using the user's assets such as in-game currency. Furthermore, a standard message with a low rarity may be, for example, a standard message that exists by default.

[0163] Furthermore, the second message processing unit 116 may increase the reply probability when the message sent by the user is a standard message highly related to the other non-player character. Specifically, for example, if the normal reply probability to a message sent by a user (e.g., the reply probability when the message is a standard message with low relevance to a non-player character) is set to Y (e.g., 50%), the reply probability when the message is a standard message with high relevance to a non-player character may be set to be higher than Y. Note that here, a message with high relevance to a non-player character may be, for example, a standard message depicting a character of a type corresponding to the non-player character among multiple types of characters appearing in the game (e.g., a character of the same type as the non-player character, or a character with a close relationship to the non-player character, such as a character set as a friend or rival of the non-player character in the game). Furthermore, a message with low relevance to a non-player character may be a standard message depicting a character with a weak relationship to the non-player character.

[0164] Furthermore, the second message processing unit 116 may increase the reply probability in a situation where the non-player character is considered to be free from the user's perspective. Specifically, for example, if the reply probability to a message sent by a user in a situation where the non-player character is considered to be free from the user's perspective is set to Y (e.g., 50%), the reply probability to a message sent by a user in a situation where the non-player character is considered to be free from the user's perspective may be set to be higher than Y. Here, a situation where the non-player character is considered to be free may be, for example, a situation where the non-player character has already put the ball 31 in the cup (in other words, has achieved the game goal) and is waiting for the user to put the ball in the cup, or a situation where the user is performing an operation related to a shot (in other words, it is the user's turn). Furthermore, a situation where the non-player character is considered to be free may be, for example, a situation where the non-player character has not put the ball 31 in the cup yet, or a situation where the non-player character is performing an operation related to a shot (in other words, it is the non-player character's turn).

[0165] (Restrictions on replies from non-player characters) In this embodiment, there are situations in which a non-player character does not transmit a message to the user during a battle with a non-player character. Here, transmission of a message from a non-player character includes transmission of a reply to a message transmitted from the user to the non-player character, and transmission of a message from the non-player character voluntarily.

[0166] Specifically, in a situation where the user infers that a predetermined operation is being performed on an object operated by the virtual user (hereinafter also referred to as an "inferred situation"), the second message processing unit 116 controls the sending of messages so that a message from the virtual user (in other words, a non-player character) to the user is not displayed on the display unit 18. In other words, in a situation where the user infers that the opponent is performing some operation other than an operation for sending a message, the second message processing unit 116 controls so that a message is not sent from the virtual user to the user. In yet other words, the second message processing unit 116 does not send a message to the user in a situation where the user would not send a message if the opponent were a human (for example, a situation where the user infers that the opponent is performing a predetermined operation and it would be difficult to send a message).

[0167] Here, the object operated by the virtual user may be, for example, a character (specifically, a non-player character, etc.). Furthermore, the predetermined operation may be, for example, an operation for moving a character. Specifically, the predetermined operation may be, for example, an operation for making the character shoot the ball 31 (for example, a touch operation for deciding the direction of the shot or a swipe operation on the moving object 40, etc.). Furthermore, the predetermined operation may be, for example, an operation for attacking an enemy (for example, an operation for firing a gun), an operation for moving a character, an operation for making a character use an item, an operation for making a character pick up an item, etc., when the present invention is applied to an FPS (First Person Shooter) or a role-playing game.

[0168] In other words, the object operated by the virtual user may be, for example, a ball, a weapon, an item, or the like.

[0169] Furthermore, the object operated by the virtual user may be, for example, a predetermined UI (in other words, a UI object). Furthermore, the predetermined operation may be, for example, a swipe operation on the moving object 40. Furthermore, the predetermined operation may be, for example, a touch operation on a predetermined button.

[0170] Furthermore, the predetermined operation may be, for example, an operation on an object other than the object related to message transmission (for example, the window display object 60, the selection window 62, and the miniature window 80 described later).

[0171] In other words, the estimated situation may be, for example, a situation in which, during the virtual user's turn, a predetermined UI (for example, a moving object 40 or a predetermined button) being operated by the virtual user is displayed on the display unit 18 of the user's terminal device 10. Specifically, it may be a situation in which the virtual user performs a swipe operation on the moving object 40, and the moving object 40 operated by the virtual user moves away from the index object 50.

[0172] In other words, the estimated situation may be a situation in which an object operated by another user is displayed on the user's display unit 18, and the object is displayed on the user's display unit 18 as it moves in response to the operation of a virtual user as a virtual other user, in content in which the operation of the other user on the object is reflected in real time on the display on the user's display unit 18.

[0173] In this way, in this embodiment, a message from the virtual user to the user is not displayed in an estimated situation in which it would be unlikely that a message would be sent if the opponent were human, making it appear as if the opponent were human, thereby increasing the entertainment value of the game.

[0174] The second message processing unit 116 may also transmit a message from the virtual user to the user in the following situations. That is, for example, the second message processing unit 116 may transmit a message to the user at the timing when, during the virtual user's turn, an operation by the virtual user to cause a character to shoot the ball 31 is completed (in other words, a situation in which the operation is presumed to have been completed), at the timing when, after the operation is completed, the display unit 18 displays a state in which a non-player character is moving based on the operation, and at the timing when, after the operation is completed, the display unit 18 displays a state in which the ball 31 is moving (e.g., flying) based on the operation. The second message processing unit 116 may also transmit a message to the user at the timing when, for example, the display unit 18 displays a state in which the virtual user has interrupted the operation.

[0175] Furthermore, second message processing unit 116 may transmit a message, for example, during the user's turn, even while the user is performing an operation to cause the character to shoot ball 31.

[0176] The second message processing unit 116 may transmit a message taking into consideration a communication delay, etc., that occurs between the time a message is transmitted from a non-player character and the time the message is displayed on the display unit 18 of the user's terminal device 10. Specifically, for example, if the server 20 includes the second message processing unit 116 and the terminal device 10 includes the NPC control unit 119, the second message processing unit 116 may perform control that takes into consideration a communication delay between the server 20 and the terminal device 10. For example, the second message processing unit 116 may transmit a message in a situation in which it is estimated that a virtual user is performing a predetermined series of operations (e.g., an operation to cause a character to shoot the ball 31), taking into consideration the communication delay, and may display the message on the display unit 18 in a situation in which it is estimated that the virtual user has completed the predetermined series of operations. The second message processing unit 116 may also perform control that makes it appear as if a communication delay occurs. Specifically, for example, if the terminal device 10 has the second message processing unit 116 and the NPC control unit 119, the second message processing unit 116 may transmit a message at the timing when the virtual user starts an operation, and the message may be displayed on the display unit 18 at that timing. In other words, for example, a message from the virtual user may be displayed on the display unit 18 while the display unit 18 is displaying the virtual user starting a predetermined operation (e.g., within a predetermined period after the start of the operation), thereby making the user believe that the message was sent at a time when the virtual user was not performing an operation, calculated backward from a communication delay, etc. For example, by setting the timing at which a message from the virtual user is displayed on the user's display unit 18 to be a predetermined number of seconds after a display or action that serves as the starting point (e.g., the display of a message sent by the user or a nice play by one of the players), the message from the virtual user may be assumed to be a message that arrived at the user after a communication delay, as if a real person had seen the display or action, determined how to react, performed an operation, and then received the message from the virtual user.

[0177] (Message when the event is achieved) When the user or a non-player character achieves a specific event during a battle between the user and the non-player character, the second message processing unit 116 transmits a message from the non-player character to the user. Furthermore, the messages that the second message processing unit 116 can transmit when the user achieves a specific event differ from those when the non-player character achieves a specific event.

[0178] When the user achieves a specific event, the second message processing unit 116 selects a message from a first group of candidates to be sent from a non-player character to the user, and transmits the message to the user as a message from the non-player character. The first group of candidates includes a plurality of standard messages. Specifically, the first group of candidates includes a plurality of non-verbal messages. The first group of candidates may include one or more verbal messages, or may not include any verbal messages. An example of the standard messages that make up the first group of candidates is shown in FIG. 12(a).

[0179] When a non-player character achieves a specific event, the second message processing unit 116 selects a message to be sent from the non-player character to the user from a second group of candidates, and transmits the message to the user as a message from the non-player character. The second group of candidates includes a plurality of standard messages. Specifically, the second group of candidates includes a plurality of non-verbal messages. The second group of candidates may include one or more verbal messages, or may not include any verbal messages. An example of the standard messages constituting the second group of candidates is shown in FIG. 12(b).

[0180] Here, the group consisting of all non-verbal messages included in the first candidate group is referred to as the first message group. That is, the group consisting of non-verbal messages that can be selected by the second message processing unit 116 when the user achieves a specific event is referred to as the first message group. That is, the first message group is a group consisting of fixed messages included in the first candidate group, excluding the verbal messages.

[0181] Also, a group consisting of all non-verbal messages included in the second candidate group is referred to as the second message group. That is, a group consisting of non-verbal messages that can be selected by the second message processing unit 116 when a non-player character achieves a specific event is referred to as the second message group. That is, the second message group is a group consisting of fixed messages included in the second candidate group, excluding the verbal messages.

[0182] In this embodiment, the first message group and the second message group are not identical. In other words, the first message group and the second message group have at least some different non-verbal messages included therein. In other words, at least one of the first message group and the second message group includes a non-verbal message that is not included in the other. Note that the first message group and the second message group may include some overlapping non-verbal messages. Furthermore, the first message group may not include any of the non-verbal messages included in the second message group. Furthermore, the second message group may not include any of the non-verbal messages included in the first message group. With this configuration, the reaction of the non-player character to the non-verbal standard message can be made different depending on whether the user achieves a specific event or whether the non-player character achieves it. Therefore, the expression of the non-verbal standard message varies depending on the situation, thereby improving the interest of the game.

[0183] Furthermore, the number of non-verbal messages included in the first message group may be greater than the number of non-verbal messages included in the second message group. With this configuration, the reactions of the non-player characters when the user achieves a specific event can be made more diverse, and the reactions of the non-player characters when the non-player characters achieve a specific event can be prevented from becoming excessive, thereby improving the entertainment value of the game.

[0184] As described above, the user can select a fixed message from among the multiple fixed messages displayed in the selection window 62 and send it to a non-player character. Here, a group consisting of all non-verbal messages displayed in the selection window 62 is referred to as a third message group. In other words, a group consisting of non-verbal messages that the user can select as messages to send to a non-player character is referred to as the third message group. In other words, the third message group is a group consisting of fixed messages displayed in the selection window 62, excluding verbal messages.

[0185] In this embodiment, when the user achieves a specific event, and when a non-player character achieves a specific event, the user can select a standard message to send to the non-player character from the selection window 62. In other words, the third message group can also be said to be a group made up of non-verbal messages that the user can select as a message to send to a non-player character when the user or a non-player character achieves a specific event.

[0186] In this embodiment, the number of non-verbal messages included in the third message group is greater than the number of non-verbal messages included in the first message group and the number of non-verbal messages included in the second message group. This configuration provides a wide variety of messages that the user can send to the non-player characters when either the user or the non-player characters achieve a specific event, while limiting the non-verbal messages that the non-player characters can send to the user to those that are less likely to cause discomfort or annoyance to the user. Additionally, by making the number of non-verbal messages included in the first message group greater than the number of non-verbal messages included in the second message group, the number of non-verbal messages that the non-player characters can send to the user is limited, while providing a wide variety of reactions from the non-player characters when the user achieves a specific event.

[0187] The achievement of a specific event may be, for example, the achievement of a specific event related to a game score (in other words, performance). For example, the achievement of a specific event may be the achievement of an eagle or better (specifically, an eagle, an albatross, a hole-in-one, or the like) in a golf game. Furthermore, the achievement of a specific event may be, for example, defeating a specific character in an FPS or role-playing game.

[0188] Note that the probability that second message processing unit 116 will transmit a message from a non-player character to the user may be higher when a specific event is achieved by the user than when a specific event is achieved by a non-player character. In other words, the probability that a message from a non-player character to the user will be displayed on display unit 18 may be different when a specific event is achieved by the user than when a specific event is achieved by a non-player character.

[0189] Note that when a user or a non-player character achieves a specific event, the probability (in other words, the frequency) that second message processing unit 116 will voluntarily send a message may increase. For example, after a non-player character achieves a specific event, the probability that second message processing unit 116 will send a message from the non-player character to the user may increase compared to before the non-player character achieves the specific event.

[0190] Furthermore, in a scene where the non-player character is considered to be free from the perspective of the user, the probability (in other words, frequency) that second message processing unit 116 will voluntarily send a message may be increased. For example, the probability that second message processing unit 116 will voluntarily send a message in a scene where the non-player character is considered to be free from the perspective of the user may be set higher than the probability that second message processing unit 116 will voluntarily send a message in a scene where the non-player character is considered to be not free from the perspective of the user.

[0191] When an opponent (e.g., a non-player character) achieves a specific event, the display control unit 114 may cause the display unit 18 to display a small window 80, which will be described later. At least one of the number of non-verbal messages included in the first message group and the number of non-verbal messages included in the second message group may be greater than the number of standard messages displayed in the small window 80 (in other words, the maximum number of such messages). The number of non-verbal messages included in the second message group may be equal to or less than the number of standard messages displayed in the small window 80.

[0192] (small window) As described above, in the game of this embodiment, the selection window 62 is displayed as a predetermined UI based on an input operation on the window display object 60. In addition, the selection window 62 displays a plurality of standard messages as candidates for messages to be sent to the opponent.

[0193] Furthermore, in the game of this embodiment, in a specific situation (hereinafter referred to as a "wipe display situation") during the game (in other words, while using content), a small window 80 (in other words, a wipe UI) is displayed as a predetermined UI. An example of the display of the small window 80 is shown in FIG. 13.

[0194] In this embodiment, the message processor 115 performs processing to determine whether or not a display condition for the small window 80 (hereinafter referred to as a "wipe display condition") is satisfied. In other words, the message processor 115 performs processing to determine whether or not a specific situation exists in which the small window 80 should be displayed (in other words, a wipe display situation). Specifically, the message processor 115 determines that the wipe display condition is satisfied when, for example, the opponent performs a series of operations related to a shot and the results of the operations are good. If the wipe display condition is satisfied, the message processor 115 instructs the display control unit 114 to display the small window 80 on the display unit 18.

[0195] In the miniature window 80, some of the standard messages displayed in the selection window 62 are displayed as candidates for messages the user can send to the opponent. The miniature window 80 is automatically displayed on the display unit 18 in a wipe display state (in other words, when the wipe display conditions are met). In other words, the display control unit 114 displays the miniature window 80 on the display unit 18 in a wipe display state without the user's operation to instruct the display of the miniature window 80 (in other words, without requiring an operation such as an input operation on the window display object 60). In other words, the number of operations (e.g., the number of touch operations) required to display the miniature window 80 in a specific state is less than the number of operations required to display the selection window 62. Here, "less" includes a case in which the former is zero, as in this embodiment.

[0196] In addition, when the operation receiving unit 111 receives an input operation to select a standard message displayed in the small window 80 (in other words, an operation to input a standard message), the message processing unit 115 sends the selected standard message to the opponent.

[0197] In the example shown in FIG. 7, the selection window 62 has three tabs 67, and each tab displays nine standard messages (specifically, three non-verbal messages and six verbal messages). That is, the number of standard messages displayed in the selection window 62 is 27. Furthermore, the number of standard messages displayed at one time in the display of the selection window 62 is nine. Note that some of the three tabs 67 may display fewer than nine standard messages. In other words, nine here can be said to be the maximum number of standard messages that can be displayed on one screen in the display of the selection window 62. Note that when a certain number is referred to as a "maximum number," this includes the case where the certain number is always constant (in other words, the case where the maximum number = the minimum number).

[0198] On the other hand, the miniature window 80 displays some of the 27 standard messages displayed in the selection window 62. Specifically, the number of standard messages displayed in the miniature window 80 is three.

[0199] Furthermore, the miniature window 80 does not include a UI, such as the tab 67, for switching the type of standard message displayed as a candidate for a message to be sent to the opponent, and the miniature window 80 displays all three standard messages at one time. That is, the selection window 62 displays a maximum of nine standard messages on one screen (i.e., simultaneously), whereas the miniature window 80 displays three standard messages on one screen (i.e., simultaneously) (i.e., all standard messages displayed in the miniature window 80). That is, even when comparing the maximum number of standard messages that can be displayed on one screen, the miniature window 80 has fewer standard messages than the selection window 62. The miniature window 80 may also have a predetermined UI, such as tabs, such that the type of candidate messages displayed in the miniature window 80 changes depending on an input operation on the tabs or the like.

[0200] In this embodiment, the three standard messages displayed in the small window 80 are determined in advance by the game creator, etc. In other words, the number and type of standard messages displayed in the small window 80 are not set by each user, but the same standard messages are displayed in the small window 80 for all users.

[0201] Note that each user may be able to set (in other words, customize) at least some of the standard messages displayed in the small window 80. Specifically, for example, each user may be able to set in advance, from his / her own terminal device 10 or the like, before the start of a match, which of the standard messages displayed in the selection window 62 will be displayed in the small window 80. Also, the number of standard messages to be displayed in the small window 80 may be set by the user. Even in this case, the maximum number of standard messages that can be displayed on one screen may be smaller in the small window 80 than in the selection window 62.

[0202] The miniature window 80 may be displayed at a predetermined timing after the opponent has completed a predetermined operation (e.g., a series of operations for shooting the ball 31). Specifically, for example, the display control unit 114 may display the miniature window 80 on the display unit 18 at a timing around the time when the ball 31 stops after the opponent has completed a series of operations related to the shot of the ball 31 (e.g., a swipe operation on the moving object 40 and a flick operation for moving the moving object 40 toward the index object 50) and the flight of the ball 31 hit by the opponent has been displayed. In other words, the display control unit 114 may display the miniature window 80 on the display unit 18 at a timing when the user or the message processing unit 115 can judge the result of the opponent's operation (e.g., judge whether it was a nice shot or not; in other words, evaluate the result).

[0203] Furthermore, the miniature window 80 may be displayed in an area that partially overlaps with an area where a UI (e.g., moving object 40 and indicator object 50) used by the opponent to perform a predetermined operation (e.g., an operation to progress the game, etc.) was displayed. In other words, the miniature window 80 may be displayed in an area that partially overlaps with an area where a predetermined object was displayed when a predetermined object operated by the opponent (or the player) is operated by the opponent (or the player) and the predetermined object disappears from the screen. Furthermore, the miniature window 80 may be displayed in an area that does not overlap with an area where an object (e.g., ball 31) that is moved (in other words, to which a predetermined action is applied) by an operation by the opponent (or the player) on the predetermined object was displayed.

[0204] In this embodiment, when the opponent performs a series of operations related to a shot of the ball 31 and the operations result in a good result (for example, when the ball 31 reaches the fairway, the green, or goes into the cup), the wipe display condition is satisfied and the small window 80 is displayed. That is, in this embodiment, the small window 80 is displayed on the display unit 18 of the user when a specific situation is achieved by the user or the opponent during the game. On the other hand, when the operations result in a bad result (for example, when the ball 31 reaches the rough, the bunker, or is a mis-shot), the small window 80 is not displayed. Note that whether the operation result is a good result or a bad result may be determined not only by whether the ball 31 reaches the fairway or the green, but also by taking into account the flight distance of the ball 31, the distance between the position where the ball 31 reaches the cup 32, etc. In this embodiment, the display control unit 114 causes the display unit 18 to display a display (specifically, text information such as "NICE SHOT," "GREAT," or "EXCELLENT") regarding the evaluation of the operation (in other words, the result of the operation) around the time when the ball 31 shot by the opponent's operation stops, and also causes the display unit 18 to display a small window 80.

[0205] The small window 80 may have a smaller display area than the selection window 62. In this embodiment, the selection window 62 and the small window 80 are displayed so as not to cover the entire display area of ​​the display unit 18 (see FIGS. 7 and 13). Even while the selection window 62 and the small window 80 are displayed, the game space 30 (e.g., characters, the ball 31, etc.) and various objects (e.g., moving objects 40, indicator objects 50, etc.) can be seen from areas where the selection window 62 and the small window 80 are not displayed. By making the small window 80 smaller in area than the selection window 62, the game space 30 and various objects can be more easily seen in a wipe display state. The selection window 62 and the small window 80 may be configured so that objects present behind them can be seen through them. In this embodiment, the small window 80 is displayed in the lower right area of ​​the display area of ​​the display unit 18. The area where the small window 80 is displayed may be set by each user using their own terminal device 10, etc.

[0206] Furthermore, when displaying the miniature window 80, the display control unit 114 may cause the display unit 18 to display, together with the miniature window 80, a display that prompts the user to send a message to the other party. Specifically, for example, the display control unit 114 may cause the display unit 18 to display text information (for example, a speech bubble) such as "Let's support the other party," "Now is the time to send a message," or "You might get a reply now," along with the display of the miniature window 80.

[0207] Furthermore, during the opponent's turn, the small window 80 may be displayed on the display unit 18 in a state where it at least partially overlaps with the UI that the opponent uses to perform a predetermined operation (for example, an operation to progress the game, etc.). With this configuration, although there is a risk that the visibility of the opponent's operations may be reduced, it becomes easier to cheer on the opponent.

[0208] Furthermore, while the miniature window 80 is being displayed, the selection window 62 may or may not be displayed based on an operation on the window display object 60. Furthermore, when a wipe display state occurs while the selection window 62 is being displayed, the miniature window 80 may or may not be displayed. Furthermore, when one of the selection window 62 and the miniature window 80 is being displayed and the other begins to be displayed, the display of that one may be terminated, and the one and the other may be displayed simultaneously (in other words, side by side). Furthermore, when the one and the other are displayed simultaneously, it is preferable that they are displayed so that they do not overlap each other.

[0209] As described above, in this embodiment, the miniature window 80, which displays some of the multiple standard messages displayed in the selection window 62, is displayed in a specific situation while using content without requiring a predetermined operation, such as an operation on the window display object 60. Therefore, the user can quickly send a message to the other party in the specific situation. This facilitates user interaction with other users, thereby improving the interest of the service. In particular, if the miniature window 80 is configured to be displayed in a specific situation without user operation, the user can send a message without missing an opportunity in the specific situation, thereby further improving the interest of the service. Furthermore, since the maximum number of standard messages that can be simultaneously displayed in the miniature window 80 is smaller than the maximum number of standard messages that can be simultaneously displayed in the selection window 62, and the number of standard messages displayed in the selection window 62 is limited, the area occupied by the selection window 62 on the entire screen can be reduced, making other displays easier to see, and the user can send a message. Furthermore, by limiting the number of standard messages displayed in the miniature window 80, it is possible to prevent the user from having to spend time searching for a desired standard message.

[0210] In this embodiment, the terminal device 10 includes a touch screen 16, and a small window 80 is displayed on the touch screen 16. The message processing unit 115 then transmits a standard message selected based on a user's operation of selecting (i.e., touching) a standard message displayed in the small window 80 to the opponent. Conventionally, in games played using hardware keys, commands for sending messages to the opponent are assigned to the hardware keys. In such games, it is possible to instantly send a message to the opponent by operating the hardware keys. On the other hand, in devices that are intended for operation using a touch screen, the number of hardware keys is limited, making it difficult to enable instant message transmission using such hardware keys. However, according to the configuration of this embodiment, the small window 80 is automatically displayed at an appropriate time, and a limited number of standard messages are temporarily displayed. This makes it possible to easily send standard messages without cluttering the display, even on devices that are intended for operation using a touch screen with a limited number of hardware keys.

[0211] In this embodiment, the small window 80 is displayed at a predetermined timing when the opponent shoots the ball 31, but is not displayed at a timing corresponding to the predetermined timing when the player shoots the ball 31 (for example, after the series of operations for shooting the ball 31 is completed and the flight of the ball 31 is displayed, and then just before or after the ball 31 stops). In other words, the small window 80 is displayed when the opponent achieves a specific situation during the game (in other words, when the opponent performs a specific operation), but is not displayed when the player achieves a specific situation (in other words, when the player performs a specific operation). Specifically, for example, when the opponent performs a series of operations related to shooting the ball 31 and the results of the operations are good, the small window 80 is displayed, but when the player performs a series of operations related to shooting the ball 31 and the results of the operations are good, the small window 80 is not displayed. The small window 80 may not be displayed during the player's turn.

[0212] The small window 80 may also be displayed at a timing corresponding to the predetermined timing when the player has shot the ball 31. The small window 80 may not be displayed in a situation in which an operation can be performed on an object to be operated when taking a shot during the player's turn (for example, a situation in which a swipe operation on the moving object 40 can be performed and a situation in which the swipe operation is being performed). With this configuration, it is possible to quickly send a message or the like regarding the player's operation while preventing the small window 80 from interfering with the operation.

[0213] In this embodiment, a cooldown period is set for sending messages. Specifically, once a user has sent a message to an opponent, the user is prevented from sending the next message for a predetermined period of time (e.g., about 5 seconds). That is, once a message is sent to an opponent based on a user's operation, the message processing unit 115 controls the user so that the next message is not sent from the user to the opponent for a predetermined period of time. This control may be such that the operation receiving unit 111 does not receive an operation to send the next message.

[0214] In this embodiment, the cool down time also applies to sending messages using the small window 80. That is, when a message is sent to an opponent based on an operation to select a standard message displayed in the small window 80, the message processing unit 115 controls so that the next message is not sent from the user to the opponent for a predetermined period of time.

[0215] In this embodiment, the cool down time also applies to sending a message using the selection window 62. Here, the cool down time may be shared between sending a message using the small window 80 and sending a message using the selection window 62. Specifically, for example, when a user sends a message to a recipient by selecting a standard message displayed in the selection window 62, it may be configured such that, for a predetermined period of time, the user cannot send a message to the recipient based on the operation of selecting a standard message displayed in the small window 80 or the operation of selecting a standard message displayed in the selection window 62. Here, during the cool down time, the small window 80 may not be displayed, thereby preventing the user from sending a message to the recipient. Alternatively, the small window 80 may be displayed, but the operation of selecting a standard message may not be accepted, thereby preventing the user from sending a message to the recipient.

[0216] Note that a cooldown period may not be applied to sending a message using the small window 80. In other words, it may be possible to send a message using the small window 80 immediately after a message has been sent using the small window 80 or the selection window 82. Alternatively, the cooldown period may not be shared between sending a message using the small window 80 and sending a message using the selection window 82. In other words, it may be possible to send a message using the small window 80 immediately after a message has been sent using the selection window 82 (for example, even during the cooldown period for sending a message using the selection window 82, during which a message cannot be sent using the selection window 82). The timing when the small window 80 is displayed may be a particularly suitable timing for sending a message. With this configuration, it is possible to send a message to the other party without missing the suitable timing for sending a message.

[0217] Furthermore, in this embodiment, when an operation to select a fixed message to be displayed in the small window 80 is performed, the display control unit 114 terminates the display of the small window 80 on the display unit 18. Note that the display control unit 114 also terminates the display of the small window 80 on the display unit 18 if no operation to select a fixed message is performed for a predetermined period of time after the display of the small window 80 begins.

[0218] Next, the flow of processing executed by the game system 1 will be described with reference to FIGS.

[0219] (Processing related to sending and receiving messages) An example of processing relating to sending and receiving messages between a user and a non-player character will be described with reference to FIG.

[0220] First, the operation acceptance unit 111 of the user's terminal device 10 accepts an input operation (e.g., a touch operation) for selecting a standard message to be sent to a non-player character from among a plurality of candidates displayed in the selection window 62 displayed on the display unit 18 (step S121). In other words, the operation acceptance unit 111 accepts an input operation related to sending a message to a non-player character.

[0221] Next, message processing unit 115 determines the fixed message selected in step S121 as the message to be transmitted from the user to the non-player character, and transmits it to second message processing unit 116 (step S122).

[0222] Next, the second message processing unit 116 determines the attributes of the fixed message determined as the message to be transmitted from the user to the non-player character (step S123).

[0223] Next, the second message processing unit 116 determines a standard message to be sent as a reply from the non-player character based on the determined attribute, with reference to the reply table 70 (step S124). The reply table 70 sets a correspondence between the standard message sent by the user (specifically, the attribute of the standard message) and the standard message selected as a reply, so that regardless of whether the standard message sent from the user to the non-player character is a verbal message or a non-verbal message, the probability that the reply will be a non-verbal message is higher than the probability that the reply will be a verbal message.

[0224] Next, the display control unit 114 causes the display unit 18 to display the fixed message to be sent as a reply, which has been determined by the second message processing unit 116 (step S125).

[0225] (Processing related to response probability control) The process for controlling the probability of a response from a non-player character will be described with reference to FIG.

[0226] First, second message processing unit 116 receives a message from the user to a non-player character, which is transmitted from message processing unit 115 based on an input operation by the user (step S151).

[0227] Next, the second message processing unit 116 increments the count number of times a message has been sent from the user to a non-player character by "1" (step S152).

[0228] Although not shown, the second message processing unit 116 starts counting 60 seconds upon receiving a message from the user to a non-player character. If the user does not send another message to the non-player character within 60 seconds from the start of counting, the second message processing unit 116 sets the count number of times the user has sent a message to "0" (in other words, resets it). On the other hand, if the user sends another message to the non-player character within 60 seconds from the start of counting, the second message processing unit 116 starts counting 60 seconds again while maintaining the count number of times the user has sent a message. Note that the resetting of the count number based on the 60-second count may be performed when 60 seconds have elapsed. For example, when a message is sent from the user to a non-player character, it may be determined whether or not 60 seconds or more have elapsed since the previous message was sent, and the resetting may be performed based on the result of this determination.

[0229] Following the process of step S152, second message processing unit 116 determines whether the count number is "1" (step S153).

[0230] If the count number is "1" (YES in step S153), second message processing unit 116 executes a lottery to determine whether or not to send a reply, with a 50% probability of deciding to send a reply (step S154). That is, if the count number is "1", second message processing unit 116 determines with a 50% probability that a reply will be sent from the non-player character to the user.

[0231] If the count number is not "1" (NO in step S153), second message processing unit 116 determines whether the count number is "2" to "4" (step S155).

[0232] If the count number is any one of "2" to "4" (YES in step S155), second message processing unit 116 executes a lottery to determine whether or not to send a reply, with a 30% probability of deciding to send a reply (step S156). That is, if the count number is "2" to "4", second message processing unit 116 determines with a 30% probability that a reply will be sent from the non-player character to the user.

[0233] If the count number is not "2" to "4" (NO in step S155), second message processing unit 116 executes a lottery to determine whether or not to send a reply, with a 10% probability of deciding to send a reply (step S157). That is, if the count number is "5" or greater, second message processing unit 116 determines with a 10% probability that a reply will be sent from the non-player character to the user.

[0234] The processes of steps S151 to S157 may be performed, for example, between the process of step S122 and the process of step S123. Then, the processes of steps S123 to S125 may be performed if it is decided in the process of step S154, S156, or S157 that a reply will be sent, and the processes of steps S123 to S125 may not be performed if it is not decided in the process of step S154, S156, or S157 that a reply will be sent.

[0235] (Processing related to message sending restrictions) The process of restricting the transmission of messages from non-player characters to the user will be described with reference to FIG.

[0236] First, second message processing unit 116 receives a message from the user to a non-player character, which is transmitted from message processing unit 115 based on an input operation by the user (step S201).

[0237] Next, the second message processing unit 116 determines whether or not the estimated situation is one in which it is estimated by the user that a predetermined operation is being performed on an object operated by the virtual user (step S202). Specifically, for example, the second message processing unit 116 determines whether or not the situation is one in which it is estimated that the virtual user is performing a series of operations related to a shot of the ball 31 (for example, a swipe operation on the moving object 40, and a flick operation for moving the moving object 40 toward the index object 50). Note that in this embodiment, the state in which the virtual user is performing the series of operations related to the shot is displayed on the display unit 18 of the user's terminal device 10. Note that this determination may be made using, for example, a predetermined flag or the like that is set during a predetermined period (in other words, a period corresponding to the estimated situation), such as a period in which the state in which the virtual user is performing the series of operations related to the shot is displayed on the display unit 18.

[0238] If the second message processing unit 116 determines that the situation is an estimated situation (for example, if it determines that the virtual user is in the middle of a series of operations related to a shot) (YES in step S202), it decides not to send a reply from the non-player character to the user (step S203). On the other hand, if the second message processing unit 116 determines that the situation is not an estimated situation (for example, if it determines that the virtual user is not performing a series of operations related to a shot) (NO in step S202), it does not decide not to send a reply from the non-player character to the user.

[0239] The processes of steps S201 to S203 may be performed, for example, between the processes of steps S122 and S123. If it is determined in the process of step S203 that a reply will not be sent (YES in step S202), the processes of steps S123 to S125 may not be performed, and if it is not determined in the process of step S203 that a reply will not be sent (NO in step S202), the processes of steps S123 to S125 may be performed. More specifically, the processes of steps S201 to S203 may be performed, for example, between the processes of steps S122 and S123 and before the processes of steps S151 to S157. That is, if it is not determined in the process of step S203 that a reply will not be sent (NO in step S202), it may be determined by the processes of steps S151 to S157 that a reply will be sent with a predetermined probability.

[0240] (Processing related to sending a message when an event occurs) The process of transmitting a message from a non-player character to a user when the user or a non-player character achieves a specific event will be described with reference to FIG.

[0241] First, second message processing unit 116 determines whether a specific event has been achieved (step S251). Specifically, for example, second message processing unit 116 determines that the specific event has been achieved when a result of eagle or higher has been achieved.

[0242] If a specific event is achieved (YES in step S251), second message processing unit 116 determines whether or not to send a message from the non-player character to the user (step S252). For example, second message processing unit 116 executes a lottery to determine whether or not to send a message, with a 50% probability of deciding to send a message. If it is decided not to send a message (NO in step S252), second message processing unit 116 does not perform the processes of steps S253 to S255.

[0243] Next, if it is determined that a message should be sent (YES in step S252), second message processing unit 116 determines whether a specific event has been achieved by the user or by a non-player character (step S253).

[0244] When the second message processing unit 116 determines that a specific event has been achieved by the user (YES in step S253), it selects a message to be sent to the user from a first candidate group including a plurality of non-verbal standard messages (step S254).

[0245] On the other hand, when it is determined that a specific event has been achieved by a non-player character (NO in step S253), the second message processing unit 116 selects a message to be sent to the user from a second candidate group including a plurality of non-verbal fixed messages (step S255). Note that the first candidate group and the second candidate group include at least some different non-verbal fixed messages.

[0246] In this embodiment, a configuration for transmitting and receiving messages with an opponent in a game has been described, but this configuration can also be applied to a configuration for transmitting and receiving messages with people other than opponents, such as friends in a game. Furthermore, this configuration can also be applied to a configuration for transmitting and receiving messages with people who use content other than a game (in other words, an application or service) together (for example, another user or a non-player character).

[0247] The present invention is not limited to the above-described embodiment, 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 component can be modified, or any component can be omitted. Furthermore, the processing flow described in this specification is merely an example, and the order and configuration of each process may be different.

[0248] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0249] (Appendix 1) Computer, a message processing means (e.g., a message processing unit 115) for sending messages to non-player characters based on user operations; a display control means (for example, a display control unit 114) that displays, on a display means (for example, a display unit 18), a response from the non-player character to the message sent from the user to the non-player character; the message sent from the user to the non-player character includes a verbal message and a non-verbal message; Regardless of whether the user sends the verbal message or the non-verbal message to the non-player character, the response is configured such that the probability of the non-verbal message being the response is higher than the probability of the verbal message being the response. program. With this configuration, the probability that a message sent as a reply from a non-player character will be a non-verbal message is higher than the probability that it will be a verbal message, so it is possible to prevent the flow of conversation from becoming unnatural due to unnatural words being sent as a reply, etc., thereby improving the interest of the service.

[0250] (Appendix 2) the user's operation is an operation of selecting the standard message to be sent to the non-player character from a plurality of standard messages that are classified into a first group (e.g., a first chat information group 65) and a second group (e.g., a second chat information group 66) and displayed on the display means, Regardless of whether the user has sent the fixed message included in the first group or the fixed message included in the second group to the non-player character, the reply is set so that the probability of the fixed message being included in the second group is higher than the probability of the fixed message being included in the first group. The program described in Appendix 1. With this configuration, it is possible to present the second group of standard messages that do not cause the conversation to flow unnaturally to the user, sorting them from the first group. This makes it easier for the user to select a message to send to the other party, improving the interest of the service.

[0251] (Appendix 3) the user's operation is an operation of selecting the standard message to be sent to the non-player character from a plurality of standard messages displayed on the display means, The template message has an attribute, The reply is a standard message that is determined based on the attributes of the standard message sent from the user to the non-player character. 1. A program as described in Appendix 1 or 2. This configuration can be simpler than when a fixed message to be sent as a reply to each fixed message that may be sent from a user is individually defined.

[0252] (Appendix 4) a message processing means (e.g., a message processing unit 115) for sending messages to non-player characters based on user operations; a display control means (for example, a display control unit 114) for causing a display means (for example, a display unit 18) to display a response from the non-player character to the message sent from the user to the non-player character, the message sent from the user to the non-player character includes a verbal message and a non-verbal message; Regardless of whether the user sends the verbal message or the non-verbal message to the non-player character, the response is configured such that the probability of the non-verbal message being the response is higher than the probability of the verbal message being the response. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0253] 1 Game system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 30 Game space, 60 Window display object, 62 Selection window, 65 First chat information group, 66 Second chat information group, 80 Small window, 110 Control unit, 111 Operation reception unit, 112 Transmission and reception unit, 113 Game progression unit, 114 Display control unit, 115 Message processing unit, 116 Second message processing unit, 119 NPC control unit, 120 Memory unit, 210 Control unit, 211 Transmission and reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Memory unit

Claims

1. Computer, message processing means for sending messages to non-player characters based on operations of a user playing the game; a display control means for displaying, on a display means, a response from the non-player character in response to the message sent from the user to the non-player character; the non-player character is a friend or opponent of the user in the game; the message sent from the user to the non-player character includes a verbal message and a non-verbal message; Regardless of whether the user sends the verbal message or the non-verbal message to the non-player character, the response is configured such that the probability of the non-verbal message being the response is higher than the probability of the verbal message being the response. program.

2. the user's operation is an operation of selecting the standard message to be sent to the non-player character from a plurality of standard messages displayed on the display means, The template message has an attribute, The reply is a standard message that is determined based on the attributes of the standard message sent from the user to the non-player character. The program according to claim 1.

3. A message processing means for sending messages to non-player characters based on operations of a user playing a game; a display control means for causing a display means to display a response from the non-player character to the message sent from the user to the non-player character, the non-player character is a friend or opponent of the user in the game; the message sent from the user to the non-player character includes a verbal message and a non-verbal message; Regardless of whether the user sends the verbal message or the non-verbal message to the non-player character, the response is configured such that the probability of the non-verbal message being the response is higher than the probability of the verbal message being the response. Information processing system.

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