Information processing systems, information processing methods, and computer programs
The information processing system simplifies game media management by associating and displaying events based on user selection history, automating tasks to accelerate game progress and reduce operational complexity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-21
- Publication Date
- 2026-03-30
AI Technical Summary
Users face cumbersome operations when managing multiple acquired game media, leading to stagnation in game progress.
An information processing system that associates game media with a user, allows selection and unassociation of media, and displays events based on media type and user history, with features like lottery requests and automated game progression.
This system simplifies game operations, reducing complexity and accelerating game progress by automating tasks, particularly beneficial for mobile devices with limited input methods.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an information processing system, an information processing method, and a computer program.
Background Art
[0002] In recent years, the number of game media available to users in games has become diverse.
[0003] Depending on the game media, there are some that can be operated (such as use or sale designation) after acquisition. However, some users feel that it is a cumbersome task to operate each of the multiple acquired game media.
[0004] In contrast, Patent Document 1 discloses a technique for automatically selling game cards by pre-registering the rarity of unnecessary game cards.
[0005] However, the additional operation requirements for users may lead to a stagnation in the progress of the game.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0007] [[ID=4*7]]Therefore, an object of the present disclosure is to provide a technical improvement that solves or alleviates at least some of the problems of the above-described conventional technologies.
[0008] Any other purpose of the disclosures herein will become clear by referring to the entirety of this specification. The inventions disclosed herein may solve, in lieu of or in addition to, the problems identified from the description of the embodiments for carrying out the inventions herein. [Means for solving the problem]
[0009] The present invention is an information processing system comprising one or more computer processors, wherein the one or more computer processors include: an association unit that associates one or more game media with a user; a selection receiving unit that accepts the selection of one game media from the user when there are multiple game media associated with the user; an association unassociation unit that unassociates other game media other than the one game media selected by the user with the user; and a display processing unit that displays events related to one game media based on the type of one game media selected by the user and the user's selection history for that one game media.
[0010] One or more computer processors execute processing by an association unit when a character is in a specific area, and one or more computer processors further include a destination setting unit that sets the character's destination, and the destination setting unit can set a destination when the character moves from a specific area to an area different from that specific area.
[0011] The destination setting unit, upon receiving a predetermined operation from the user, sets the character's destination to a first area, and when the character arrives at the first area, it can execute the processing performed by the association release unit.
[0012] The specified operation may be the operation of selecting a game medium, or the operation of moving a character from a specific area to an area different from that specific area.
[0013] The destination setting unit sets the character's destination to a second area in response to a predetermined operation by the user or to processing performed by the association release unit, and one or more computer processors can execute processing by the display processing unit when the character arrives in the second area.
[0014] The specified operation can be an operation that moves a character from a specific area to an area different from that specific area.
[0015] One or more computer processors can perform processing by an association unit, a selection reception unit, and an association unassociation unit when a character is in a specific area, and can generate events related to other characters associated with a first area different from the specific area, at least in relation to the execution of processing by the association unassociation unit.
[0016] If the number of game media associated with the user by the association unit is zero, one or more computer processors may not execute the processing by the selection reception unit and the association release unit, and may instead cause the display processing unit to display an event unrelated to one of the game media.
[0017] If there is only one game medium associated with the user by the association unit, one or more computer processors may not perform processing by the selection reception unit and the association release unit, and may instead cause the display processing unit to display events related to the game medium associated with the user by the association unit.
[0018] If a specific game medium is included among one or more game mediums associated with a user by the association unit, one or more computer processors may, instead of having the selection reception unit perform processing, have the display processing unit display events related to the specific game medium.
[0019] The display processing unit can display different actions and / or lines of dialogue of a character or other characters according to the type of a game medium selected by the user and the user's selection history for the game medium.
[0020] The display processing unit can display different videos according to the type of a game medium selected by the user and the user's selection history for the game medium.
[0021] One or more computer processors further include a display unit that displays a list of one or more game media associated with the user by the association unit, and the display unit can change the display mode according to the selection history and display each of the one or more game media.
[0022] One or more computer processors further include a lottery request receiving unit that receives a lottery request from the user, and a lottery processing unit that executes a lottery process based on a predetermined probability according to the lottery request. The association unit can associate a game medium with the user based on the result of the lottery process by the lottery processing unit.
[0023] As one lottery process for one lottery request, the lottery processing unit can perform one or more winning determinations.
[0024] The association unit can associate a game medium with the user based on the result of the lottery process by the lottery processing unit and whether a predetermined condition is satisfied.
[0025] The predetermined condition can be a condition for the user's operation.
[0026] The predetermined probability can change according to the parameter of the first item associated with the user.
[0027] The predetermined condition can change according to the parameter of the first item associated with the user.
[0028] The predetermined probability may be subject to change by the use of the second item.
[0029] The lottery process is a process of determining one game medium by lottery from a group of game mediums that includes multiple identical and / or different types of game mediums, and the predetermined probability may be set for each type of game medium.
[0030] The association unit can change the parameters of the first item depending on the type and number of game media whose association with the user is to be removed by the unassociation unit.
[0031] The association unit can change the parameters of the first item depending on the type and number of game media associated with the user.
[0032] One or more computer processors execute a game that sequentially progresses through multiple game periods, each containing multiple parts that proceed in sequence. The association unit and the display processing unit execute processing in one part, and upon completion of the processing by the display processing unit, one part can be terminated and the next part can begin.
[0033] One or more computer processors may further include a memory unit that stores a user's selection history for one or more game media associated with the user, and the memory unit may be configured so that the selection history is carried over even when a part is played in a past game period that is different from the game period in which a particular part is included.
[0034] The memory unit stores predetermined parameter values related to processing by the association unit in association with the user, and when a part is played within a different game period than the game period in which a particular part is included, the memory unit may not carry over the predetermined parameter values related to processing by the association unit.
[0035] One or more computer processors may further include an assignment unit that assigns a specific game medium based on a type of game medium selected by the user and the user's selection history for that game medium.
[0036] One or more computer processors may further include a modification unit that changes character parameters based on a type of game medium selected by the user and the user's selection history for that game medium.
[0037] For game media that can be associated with a user, predetermined parameters are set, and the display processing unit can display events related to a game media based on the type and / or parameters of a game media selected by the user, and the user's selection history for that game media.
[0038] The predetermined parameters may change depending on the number of operations performed.
[0039] The information processing method in this disclosure is characterized by causing one or more computer processors to execute an association step of associating one or more game media with a user; a determination step of determining whether there are multiple game media associated with the user; a selection acceptance step of accepting the user's selection of one game media if there are multiple game media associated with the user; an association deassociation step of deasing other game media other than the one selected by the user from the user; and a display processing step of displaying events related to one game media based on the type of one game media selected by the user and the user's selection history for that one game media.
[0040] The computer program in this disclosure is characterized by realizing on one or more computer processors: an association function that associates one or more game media with a user; a selection acceptance function that accepts the user's selection of one game media when there are multiple game media associated with the user; an association deassociation function that deassociates other game media other than the one selected by the user with the user; and a display processing function that displays events related to one game media based on the type of one game media selected by the user and the user's selection history for that game media. [Effects of the Invention]
[0041] According to the present invention, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the prior art described above.
[0042] Specifically, according to the present invention, it is possible to provide an information processing system, an information processing method, and a computer program that can accelerate the progress of a game by automating at least a portion of the operations performed on the acquired game medium. [Brief explanation of the drawing]
[0043] [Figure 1] This is a system configuration diagram showing an example of the system configuration of the information processing system described in this disclosure. [Figure 2] This diagram shows an example of the hardware configuration of the server device and information processing device described herein. [Figure 3] This figure illustrates the user management data stored in the information processing system described in this disclosure. [Figure 4] This figure illustrates the game media management data stored in the information processing system described in this disclosure. [Figure 5] This diagram schematically illustrates the game parts included in the game provided by the information processing system in this disclosure. [Figure 6]This diagram shows an example of the functional configuration of the information processing device described in this disclosure. [Figure 7] This diagram shows another example of the functional configuration of the information processing device described herein. [Figure 8] This diagram illustrates the relationship between the first item and the game medium in this disclosure. [Figure 9] This figure illustrates the details of the game media management data stored in the information processing system described in this disclosure. [Figure 10] This flowchart shows an example of the flow of the information processing method in the information processing system described in this disclosure. [Figure 11] This is a circuit diagram showing an example of a circuit configuration for realizing a computer program executed in the information processing system described in this disclosure. [Figure 12] This is a block diagram of the processing circuit that performs the computer-based operation described in this disclosure. [Modes for carrying out the invention]
[0044] Hereinafter, various embodiments of the present invention will be described with reference to the drawings as appropriate. Note that components common to multiple drawings are denoted by the same reference numerals throughout the drawings. The embodiments of the present invention described below are not intended to limit the invention as defined in the claims. The elements described in the following embodiments are not necessarily essential to the solution of the invention.
[0045] An information processing system 1000 according to one embodiment of the present invention will be described with reference to Figures 1 to 4. The information processing system 1000 is an example of a system to which the invention disclosed herein can be applied.
[0046] Figure 1 is a block diagram showing an information processing system 1000 according to one embodiment.
[0047] As shown in Figure 1, the information processing system 1000 includes a user terminal 100 and an information processing device (server device) 200. The information processing system 1000 may also include storage 300. The user terminal 100, server device 200, and storage 300 are connected to each other via a network 400 so that they can communicate with one another.
[0048] Network 400 may be a single network or may be composed of multiple interconnected networks. Examples of Network 400 include the Internet, a mobile communication network, and combinations thereof. Network 400 can be any network that enables communication between electronic devices.
[0049] The user terminal 100 implements various game-related functions by executing the instruction set included in the game application.
[0050] The server device 200 provides various game-related services to the user terminal 100. The user terminal 100 and the server device 200 cooperate with each other as needed to realize various game functions.
[0051] In this disclosure, the user terminal 100 can be a smartphone (multifunction telephone terminal), a tablet terminal, a personal computer, a console game machine, a head-mounted display (HMD), a wearable computer such as glasses-type wearable terminals (AR glasses, etc.), or an information processing device capable of playing videos other than these devices. Furthermore, these terminals may be standalone devices that operate independently, or they may consist of multiple devices connected to each other in a manner that enables them to send and receive various types of data.
[0052] <Hardware Configuration> Here, the hardware configuration of the user terminal 100 will be described using Figure 2. The user terminal 100 includes a processor 101, memory 102, storage 103, input / output interface (I / F) 104, and communication interface (Communication I / F) 105. Each component is interconnected via bus B.
[0053] The user terminal 100 can realize the functions and methods described in this embodiment through the cooperation of the processor 101, memory 102, storage 103, input / output I / F 104, and communication I / F 105.
[0054] The processor 101 executes functions and / or methods realized by code or instructions contained in a program stored in the storage 103. The processor 101 may include, for example, a central processing unit (CPU), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), a microprocessor, a processor core, a multiprocessor, an ASIC (Application-Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), etc., and may realize each process disclosed in each embodiment by logic circuits (hardware) or dedicated circuits formed on an integrated circuit (IC (Integrated Circuit) chip, LSI (Large Scale Integration)), etc. Furthermore, these circuits may be realized by one or more integrated circuits, and the multiple processes shown in each embodiment may be realized by a single integrated circuit. In addition, LSIs may be referred to as VLSI, Super LSI, Ultra LSI, etc., depending on the degree of integration.
[0055] Memory 102 temporarily stores the program loaded from storage 103 and provides a workspace for the processor 101. Various data generated while the processor 101 is executing the program are also temporarily stored in memory 102. Memory 102 includes, for example, RAM (Random Access Memory) and ROM (Read Only Memory).
[0056] Storage 103 stores programs. Storage 103 includes, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), flash memory, etc.
[0057] The communication interface 105 is implemented as hardware such as a network adapter, communication software, or a combination thereof, and transmits and receives various data via the network 400. This communication may be performed via wired or wireless, and any communication protocol may be used as long as communication between the devices is possible. The communication interface 105 communicates with other information processing devices via the network 400. The communication interface 105 transmits various data to other information processing devices according to instructions from the processor 101. The communication interface 105 also receives various data transmitted from other information processing devices and transmits it to the processor 101.
[0058] The input / output interface 104 includes an input device for inputting various operations to the user terminal 100, and an output device for outputting processing results processed by the user terminal 100. The input / output interface 104 may have the input device and output device integrated, or they may be separated into an input device and an output device.
[0059] The input device is implemented by any or a combination of any type of device capable of receiving input from a user and transmitting the information related to said input to the processor 101. The input device includes, for example, hardware keys such as touch panels, touch displays, and keyboards, pointing devices such as mice, cameras (for image-based operation input), and microphones (for voice-based operation input).
[0060] The input device, or control unit, can be one that is appropriate for the type of user terminal. Examples of control units include a touch panel integrated with a display, operation buttons on the user terminal's casing, a keyboard, a mouse, or a controller operated by the user's hand. The controller may incorporate various known sensors, such as acceleration sensors and inertial measurement units (IMUs) like gyroscopes. Another example of a control unit is a tracking device that identifies the user's hand movements, eye movements, head movements, and gaze direction.
[0061] The output device outputs the processing results processed by the processor 101. The output device includes, for example, a touch panel, a speaker, etc.
[0062] The functions realized by the components described herein may be implemented in a circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, ASICs (Application Specific Integrated Circuits), CPUs (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor includes transistors and other circuits and is considered a circuitry or processing circuitry. A processor may be a programmed processor that executes a program stored in memory.
[0063] In this specification, circuitry, unit, and means are hardware programmed to perform or execute the functions described herein. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to perform or execute the functions described herein.
[0064] If the hardware is a processor that is considered to be a type of circuitry, then the circuitry, means, or unit is a combination of hardware and software used to constitute the hardware and / or processor.
[0065] Furthermore, the server device 200 in this disclosure can also be configured with the same hardware configuration as shown in Figure 2, unless otherwise noted.
[0066] Next, we will describe the information stored in the storage 300, or in the storage provided by the user terminal 100 and the server device 200.
[0067] The storage contains game applications that provide various game functions. Instructions contained in the game applications can be executed by the processor 101. Details of the functions realized by executing the game applications will be described later. The game applications may be downloaded to the user terminal 100 from, for example, an application distribution platform (not shown).
[0068] The user terminal 100 can, as needed, obtain data necessary to advance the game part from the server device 200 and store the obtained data in its storage. The data used or referenced to advance the game part may be stored in the storage of the user terminal 100 or in the storage of the information processing device.
[0069] The server device 200 stores user management data, game media management data, and other data necessary for providing games. At least a portion of the user management data and game media management data is accessed by the user terminal 100 as needed.
[0070] Furthermore, at least a portion of the user management data and game media management data may be stored in the user terminal 100 as needed.
[0071] User management data will be explained with reference to Figure 3. User management data is a dataset in which various data about users who play games provided by the information processing system 1000 are structurally stored. User management data may include user account information, various parameters set for the user, owned game media information about game media owned by the user, used game media information about game media used by the user in the game, and various other data about the user.
[0072] Account information includes, for example, a user ID that identifies a user. Account information may also include a username. In the information processing system 1000, the user ID uniquely identifies the user. The username indicates the name of the user used in the game.
[0073] A user's parameters may include their rank, experience points, points earned, and other user parameters associated with that user that change as a result of the user playing the game. A user's rank is a parameter indicating their proficiency in the game. The rank may increase as the user plays the game.
[0074] User-owned game media information is information about the game media owned by the user in the game. Game media is electronic data used in the game. Game media may include, for example, characters, cards, items, points, in-service currency (or in-game currency), tokens (e.g., Non-Fungible Tokens (NFTs)), tickets, characters, avatars, parameters, and other electronic data used in the game. Game media can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or gifted by the user in the game. These actions may be performed by the user by specifying an action to be taken with the game media, or at least some of the actions may be performed automatically. Game media may be used in ways other than those described above. Owned game media information may include a game media ID that identifies the game media owned by the user in the game. When game media is acquired by the user, the game media ID that identifies the game media is stored as owned game media information, associated with the user's user ID. Hereinafter, unless otherwise specified, game media "owned" by a user refers to game media associated with the user's user ID. Furthermore, "granting" a game medium to a user means associating that game medium with the user's user ID as a game medium "owned" by that user. Furthermore, "discarding" a game medium owned by a user means dissolving the association between the user's user ID and that game medium. Furthermore, "consuming" a game medium owned by a user means generating an in-game effect in accordance with the dissolution of the association between the user ID and the owned game medium. Furthermore, "selling" a game medium owned by a user means dissolving the association between the user's user ID and that game medium, and associating that user ID with other game medium (e.g., virtual currency or items, etc.) as a game medium that owns it. Furthermore, "transferring" a game medium owned by user A to user B means dissolving the association between user A's user ID and that game medium, and associating that game medium with user B's user ID.Furthermore, "creating" a game medium means defining or determining at least some of the information related to that game medium.
[0075] The game medium information refers to information indicating the game medium used by the user in a game part (for example, a versus game part). The game medium used by the user in the versus game part is selected from among the owned game media. The game medium used by the user in the versus game part may be selected automatically from the available game media or in response to user selections. Once a game medium is selected to run the versus game part, a deck may be constructed using that game medium. In this case, the game medium information may include a deck ID that identifies the deck containing the game medium selected as the game medium.
[0076] User management data may include various other information about the user besides those mentioned above. If the information processing system 1000 provides a stamina-based game, the user management data may also include the user's stamina. Stamina is a parameter consumed when starting or progressing through a game part. The amount of stamina consumed may be set for each game part. Stamina recovers to its upper limit over time. Stamina may also be recovered by using items.
[0077] User management data may include friend information. Friend information for a given user indicates the user IDs of users who are friends with that user. For example, if user A is friends with users B and C, user A's friend information includes the user IDs of users B and C. Users who are friends can cooperate and play games together.
[0078] Some of the data stored as user management data is updated as the game progresses. For example, a user's rank increases as they play the game. Some of the data stored as user management data is not updated as the game progresses. For example, a user ID remains unchanged even as the game progresses.
[0079] The game media management data will be explained with reference to Figure 5. The game media management data is a dataset in which various data related to the game media used in the game provided by the information processing system 1000 are structurally stored. The game media management data may include game media identification information for various game media, game media names, game media information representing the characteristics of the game media, and various other data related to the game media.
[0080] The game media ID is an ID that identifies the game media. The game media name indicates the name of the game media.
[0081] Game medium information includes various pieces of information that describe the characteristics of the game medium. For example, game medium information includes rarity, level, cost, life, attack power, defense power, and game function information. Rarity is information that indicates the scarcity (rarity value) of the game medium. That is, the rarity associated with a game medium represents how difficult it is to obtain that game medium. Level indicates the growth rate of the game medium. For example, the higher the level value, the greater the growth rate of the game medium. In this embodiment, the level value may increase according to the user's game play. Cost is a parameter used when determining the deck to be used in the battle game part. For example, a deck is set with an upper limit on the total cost of the game mediums that can be included in that deck. The user can select the game mediums to include in the deck so that the total cost does not exceed this upper limit.
[0082] Life is a parameter used to determine the user's victory or defeat in the versus game portion. In the versus game portion, the user's life decreases when their character is attacked by an enemy character. Life may be restored to its maximum value or below by using recovery items. If the life of all characters in the user's deck reaches zero, the user may be judged to have lost in that versus game portion.
[0083] The attack power of a game medium is a parameter that contributes to the amount of damage dealt to enemy characters by that game medium's attacks. The higher the attack power value, the greater the amount of damage dealt to enemy characters. The defense power of a game medium is a parameter that contributes to the amount of damage that the game medium receives from attacks received from enemy characters. The higher the defense power value, the greater the amount of damage received from attacks by enemy characters.
[0084] Game media information may include game function information. Game function information associated with a game medium represents the game function that the game medium uses to generate game effects in the game part. In the technical field of the present invention, game functions are sometimes called skills or abilities. In some games, "spells" used by characters also fall under the category of game functions. When a game function is used in the game part, a game effect associated with that game function occurs. Game effects generated by using a game function in a competitive game part include increased attack power, increased defense power, life recovery, and other effects that affect the outcome of a battle against an enemy character.
[0085] The game provided by the information processing system 1000 includes multiple game parts, as shown in Figure 5. In the example shown in Figure 5, the game G1 provided by the information processing system 1000 includes six game parts, GP1 to GP6. The number of game parts may be less than or more than six.
[0086] The game part is content that users can play within the game. The game part may include, for example, quests, missions, mini-games, events, other content that constitutes part of the game, or a combination thereof. The game part may have game-related challenges that the user must complete. The user may be rewarded when the challenges set in the game part are completed. Completing the challenges set in the game part is sometimes referred to as "clearing" that game part. Upon clearing a game part, the user may be rewarded with a reward corresponding to that completed game part. Clearing a game part marks the end of one cycle of that game part. As will be described later, the game part may be executed repeatedly over multiple cycles, either automatically or at the user's selection.
[0087] In one embodiment, the game part may consist of at least one of the following: an adventure part (scenario part) consisting of character portraits, backgrounds, and messages; a field part where characters move around in a 3D background; and a battle part (versus game part) in which turn-based command battles are conducted. In the versus game part, the objective may be set as defeating an enemy character in battle. In the versus game part, the user, for example, uses their own character to battle an enemy character. The enemy character may be a non-player character (NPC) or a character of another player. The outcome of the versus game part is determined according to predetermined game logic. In the versus game part, the user can compose a deck containing multiple game media (e.g., characters) and battle an enemy character using the game media contained in that deck. In the versus game part, the user's character that battles an enemy character may be called a user character. Although not shown in the illustration, information about the enemy characters appearing in each versus game part may be stored in the server device 200. For example, it can store a game part ID that identifies a game part, an enemy character ID that identifies one or more enemy characters appearing in that game part, parameters that indicate the abilities of each of those one or more enemy characters (e.g., attack power, defense power, etc.), and other information necessary for executing the versus game part.
[0088] The game portion may be a single-player game portion or a multiplayer game portion. A single-player game portion is played by one user. A multiplayer game portion is played by two or more users.
[0089] In one embodiment, the user can select any game part from among multiple game parts and proceed through the selected game part. For example, in the embodiment shown in Figure 5, the user may select any game part from game parts GP1 to GP6. Some game parts may be set so that they cannot be selected by the user until other game parts have been cleared. For example, game part GP3 may be set so that it does not accept selection from the user until game part GP1 has been cleared. Multiple game parts included in game G1 may have a structure that branches according to the scenario.
[0090] At least some of the multiple game parts included in the game may be playable repeatedly by the user. For example, after clearing game part GP1, the user can select game part GP1 again. The user can play the same game part repeatedly in order to repeatedly obtain the rewards that can be obtained by clearing the game part. The rewards given to the user for clearing a game part may be the same each time. If the same game part is cleared multiple times, different rewards may be given each time it is cleared.
[0091] The game may be a "stamina-based" game where game points are consumed to start a game part, or a "non-stamina-based" game where game points are not consumed to start or progress through game parts. An example of a stamina-based game is described in Patent Document 1. In a stamina-based game, game points decrease when starting or progressing through a game part, and recover to the maximum value over time or by using game items. In a stamina-based game, the user must wait until game points recover or use a game item to start a game part. In a "non-stamina-based" game, the user can start a game part at any time, provided there are no other constraints, without being restricted by the decrease in game points.
[0092] Playing the same game part repeatedly can be boring for the user. The information processing system 1000 provides an auto mode that clears the game part without user input. By using auto mode, the user can obtain the rewards given upon clearing the game part without having to make any inputs to operate the game on the user terminal 100. In this specification, a game mode that does not require user input to clear the game part is called "auto mode," and a game mode that requires user input to advance or clear the game part is called "manual mode." In other words, once a game part switches to auto mode, that game part will be cleared without any further input from the user. User input may be allowed in auto mode, and processing may be performed in response to that user input. Even when user input is allowed in auto mode, user input is not required to clear the game part, thus reducing the effort required for user input.
[0093] The above describes an example of a game system realized by the present invention, but the games realized by the present invention are not limited to the example of the game system described above.
[0094] Next, embodiments of the present invention will be described in detail with reference to the drawings.
[0095] The information processing system in this disclosure comprises one or more computer processors, as shown as an example in Figure 6, characterized by including an association unit 110, a selection reception unit 120, an association release unit 130, and a display processing unit 140.
[0096] These will be described below assuming they are provided by the user terminal 100, but some or all of them may be provided by the server device 200.
[0097] Furthermore, in this embodiment, the processing performed in the association unit 110, selection receiving unit 120, association release unit 130, and display processing unit 140 is described as being performed in one of the multiple game parts described above, but it is not limited to this and may be performed across multiple game parts.
[0098] Furthermore, in this embodiment, the game part in which the processing by the association unit 110, selection reception unit 120, association release unit 130, and display processing unit 140 is performed will be described as content in which the user can play a mini-game.
[0099] The mini-games mentioned above could include, for example, a fishing game or a lottery game.
[0100] The association unit 110 associates one or more game media with the user.
[0101] Specifically, the association unit 110 can store the game medium ID in association with the user ID. Such association can be performed in response to a predetermined request from the user, or automatically.
[0102] The game media associated with a user is not particularly limited as long as it is electronic data owned or used in the game. Examples include items as catches in a fishing game (fish found in the sea or rivers, seaweed, lost items, trash, etc.) or items as prizes in a lottery game.
[0103] The above-mentioned specified request may, for example, be a lottery request. Such a lottery request is not limited to a request for the execution of a visual lottery process in which the user can visually perceive that a lottery process is being performed, but also includes a request for the execution of a non-visual lottery process in which the user cannot visually perceive that a lottery is being performed.
[0104] Visual lottery processing refers, for example, to the processing in the lottery game described above. Such lottery games can be games of the form of raffles, roulette, and gacha.
[0105] Non-visual lottery processing refers to processes such as those described above in the fishing game.
[0106] In each lottery process, the process is executed in response to a lottery request from the user, and a predetermined game medium is associated with the user based on the lottery result.
[0107] On the other hand, the above association is performed automatically in cases such as when a predetermined game item is awarded as a reward for completing a game challenge that the user must complete, or when a predetermined game item is awarded as a login bonus.
[0108] In addition, the association unit 110 may not associate any game media with the user; details of this case will be described later.
[0109] The selection reception unit 120 can be configured to accept a selection of one game medium from the user when there are multiple game media associated with the user.
[0110] If a user has multiple game media associated with them, a selection screen will be displayed on the user terminal 100 for selecting one of the game media.
[0111] Such a selection screen can be displayed by the display unit described later.
[0112] The association removal unit 130 removes the association between the user and other game media, which are game media other than the one selected by the user.
[0113] Specifically, the association release unit 130 can remove the association between the user ID and a game medium for game mediums other than the one selected by the user.
[0114] The display processing unit 140 then displays events related to a game medium based on the type of game medium selected by the user and the user's selection history for that game medium.
[0115] The type of game medium can be identified by the game medium ID, and the selection history can be one stored in the memory unit described later.
[0116] The events related to the aforementioned game media include not only events in which the game media appears, but also events in which characters make statements related to the game media (lines are displayed / voices are played).
[0117] The above events may differ depending on the type of game medium and the number of times the game medium has been selected.
[0118] Furthermore, the statement that events differ depending on the number of times an item is selected includes: making the events different for the 1st, 2nd, 3rd, etc. selections; making the events different for the 1st selection compared to the 2nd selection onwards (i.e., the events are the same from the 2nd selection onwards); and making the events different when the number of selections reaches a specific number (e.g., 10 times) (i.e., the events are the same for the 1st to 9th selections).
[0119] For example, an event related to the aforementioned game medium shall include the display of videos related to the game medium.
[0120] Videos related to game media include not only videos in which game media appear, but also videos in which characters make statements related to game media (lines are displayed / voices are played).
[0121] For example, an event related to a game medium could be the playback of a video showing a scene where a fish selected from those caught in a fishing game is used as a side dish for dinner.
[0122] The playback of videos related to such game media can correspond to the adventure part, which consists of the character portraits, backgrounds, and messages mentioned above.
[0123] For example, a video is generated from a character's dialogue (message) and the visual effects that accompany that dialogue. These visual effects include the character's entrance and exit (showing / hiding), the character's facial expressions, the background moving, and background music.
[0124] Videos related to the game medium may, for example, include character portraits, backgrounds, and messages, as well as additional images from the game medium, or they may use backgrounds that include images from the game medium, or the messages may include the name of the game medium.
[0125] The above videos may be provided in two versions for each type of game medium, depending on whether or not that game medium has been selected by the user in the past. In other words, the user may see different videos depending on whether it is their first time selecting the medium or a subsequent time.
[0126] Alternatively, the above videos could be prepared for each type of game medium, corresponding to the number of times that game medium has been selected by the user in the past. In other words, a different video could be displayed for the 1st, 2nd, 3rd, and subsequent selections.
[0127] The above configuration provides a technical improvement that solves or mitigates at least some of the problems of the prior art described above.
[0128] Specifically, with the above configuration, by automating at least a portion of the operations on the acquired game medium, the complexity of the operation can be reduced and the progress of the game can be accelerated.
[0129] Furthermore, when there are limitations on input methods, such as touch input on a mobile device, the operation speed and number of inputs will be less compared to a PC with dedicated input devices. Therefore, it is difficult to require players to input a wide variety of choices, as is possible on a PC, in adventure games on mobile devices. The present invention can particularly improve user operation for adventure games on mobile devices.
[0130] Next, we will explain in detail the cases where the number of game media associated with the user by the association unit 110 is zero and one.
[0131] If the number of game media associated with the user by the association unit 110 is zero, one or more computer processors may not perform the processing by the selection reception unit 120 and the association release unit 130, and may instead cause the display processing unit 140 to display an event unrelated to one of the game media.
[0132] An event unrelated to a game medium could, for example, represent an event indicating that the user was not associated with a game medium.
[0133] An event that indicates a user was not associated with a game medium could, for example, be the playback of a video showing a fishing game where no fish were caught, resulting in no food for dinner.
[0134] If the number of game media associated with the user by the association unit 110 is zero, one or more computer processors may refrain from executing the processing by the selection reception unit 120, the association release unit 130, and the display processing unit 140, and may not display any events.
[0135] Furthermore, if there is only one game medium associated with the user by the association unit 110, one or more computer processors can avoid executing the processing by the selection reception unit 120 and the association release unit 130, and instead have the display processing unit 140 display events related to the game medium associated with the user.
[0136] The selection reception unit 120 may process the game medium associated with the user as automatically selected.
[0137] Furthermore, if a specific game medium is included among the one or more game mediums associated with the user by the association unit 110, one or more computer processors may not perform processing by the selection reception unit 120, but instead cause the display processing unit 140 to display events related to the specific game medium.
[0138] An event associated with a specific game medium could, for example, be an event that indicates a user has become associated with a particular game medium.
[0139] For example, a specific game medium could represent a mythical fish, and the event indicating that a user has associated that specific game medium could be the playback of a video showing the user enjoying the mythical fish they caught in a fishing game as part of their dinner.
[0140] The selection reception unit 120 may process the selection as if the specific game medium mentioned above had been automatically selected.
[0141] Specifically, one or more computer processors in this disclosure can determine whether a specific game medium is included among the one or more game media associated with the user by the association unit 110, and if the determination determines that a specific game medium is included, the selection receiving unit 120 can automatically select the specific game medium.
[0142] As another example, one or more computer processors in this disclosure may determine whether one or more game media associated with a user by the association unit 110 include multiple specific game media, and if the determination determines that multiple specific game media are included, the selection receiving unit 120 may display a screen that accepts the user's selection of one specific game media from among the multiple specific game media.
[0143] Next, we will explain the details of how the above event is displayed.
[0144] The display processing unit 140 can display the actions and / or dialogue of characters or other characters differently depending on the type of game medium selected by the user and the user's selection history for that game medium.
[0145] Characters may be controllable by the user in the field sections and other parts as described above, while other characters may be inoperable by the user in the field sections and other parts.
[0146] Character actions can be expressed through the character entering and leaving the screen (showing / hiding) and through facial expressions.
[0147] The display processing unit 140 can then determine appropriate character actions and lines from among a plurality of character actions and lines stored in the memory unit (described later), according to the type of game medium and selection history, generate a video, and display the video.
[0148] Alternatively, the display processing unit 140 can display different videos depending on the type of game medium selected by the user and the user's selection history for that game medium.
[0149] As an example, the video, or the information necessary to display the video, is assumed to be pre-generated.
[0150] The display processing unit 140 can then select an appropriate video from among a plurality of videos stored in the storage unit (described later) according to the type of game medium and selection history, and display that video.
[0151] As shown in Figure 7, one or more computer processors in this disclosure may further include a display unit 150.
[0152] The display unit 150 displays a list of one or more game media associated with the user by the association unit 110.
[0153] The display unit 150 can change the display mode for each of one or more game media according to the selection history.
[0154] For example, the display unit 150 can display an object indicating whether or not each game medium has been selected.
[0155] Alternatively, the display unit 150 can display an object indicating the number of times each game medium has been selected.
[0156] Examples of objects include text, badges, and icons that indicate whether an item is selected or the number of times it has been selected.
[0157] One or more computer processors in this disclosure may perform processing by the association unit 110 when a character is in a specific area.
[0158] A specific area could be, for example, a fishing area located within a field where the character can move horizontally, and which displays an exit gate and a fishing icon.
[0159] The movement of a character to a specific area may be performed by the user's movement controls for the character, or it may be performed automatically.
[0160] While a specific area could be designated as a fishing spot, for example, it is not limited to any area that can be distinguished from other areas.
[0161] In this case, one or more computer processors in this disclosure may include a destination setting unit 155, as shown as an example in Figure 7.
[0162] The destination setting unit 155 sets the destination for the character.
[0163] The destination setting unit 155 sets the destination when a character moves from a specific area to an area different from that specific area.
[0164] Then, the destination setting unit 155 sets the character's destination to a first area in response to receiving a predetermined operation from the user, and one or more computer processors in this disclosure can execute the processing performed by the unassociation unit 130 when the character arrives at the first area.
[0165] The first area can be used for selling game media other than the selected game media. For example, the first area could be a fish shop or a general store.
[0166] Here, the above-mentioned predetermined operation can be an operation to select a game medium, or an operation to move a character from a specific area to an area different from that specific area.
[0167] Furthermore, the destination setting unit 155 sets the character's destination to a second area in response to receiving a predetermined operation from the user or in response to processing by the association release unit 130, and one or more computer processors in this disclosure can execute processing by the display processing unit 140 when the character arrives in the second area.
[0168] The second area is a specific area and an area different from the first area, which could be, for example, a character's home.
[0169] Here, the above-mentioned predetermined operation can be an operation to move a character from a specific area to an area different from that specific area.
[0170] Furthermore, one or more computer processors in this disclosure can perform processing by the association unit 110, the selection reception unit 120, and the association release unit 130 when a character is in a specific area.
[0171] In this case, at least with regard to the execution of processing by the unassociation unit 130, it is possible to generate an event related to a character associated with a first area different from a specific area.
[0172] The character associated with the first area could be, for example, the owner of a fish shop or general store. An event related to such a character could be, for example, an event in which the fish shop or general store owner speaks to the character, and the character responds, resulting in the sale of game media.
[0173] One or more computer processors in this disclosure may further include a lottery request receiving unit 160 and a lottery processing unit 165, as shown as an example in Figure 7.
[0174] The lottery request reception unit 160 receives lottery requests from users.
[0175] The lottery processing unit 165 executes a lottery process based on a predetermined probability in response to a lottery request.
[0176] At this time, the association unit 110 associates the game medium with the user based on the result of the lottery processing by the lottery processing unit 165.
[0177] In this way, by having the game medium associated with a user determined by lottery, the element of replayability increases, and the enjoyment of the game is further enhanced.
[0178] The lottery processing unit 165 can perform one or more winning determinations as a single lottery process for a single lottery request.
[0179] For example, if you win within the maximum number of attempts required to determine the winner, it's considered a "win," and if you don't win even after the maximum number of attempts, it's considered a "loss."
[0180] The winner determination can be performed at predetermined intervals (e.g., 3 seconds) up to a maximum number of times (e.g., 3 times).
[0181] The association unit 110 can associate a game medium with a user based on the results of the lottery processing by the lottery processing unit 165 and whether predetermined conditions are met.
[0182] The specified conditions can be conditions for user actions.
[0183] Conditions for an operation can include, for example, the number of operations performed, specific combinations of operations, or the results of operations on the screen display.
[0184] The number of operations can be defined as, for example, the number of times the user taps on the displayed screen.
[0185] In this case, the predetermined condition is that, if the above-mentioned winning determination determines that the result is a "win," a predetermined number of tap operations are performed within a predetermined time.
[0186] Alternatively, the predetermined condition may be that, when the above-mentioned winning determination determines that the result is a "win," the tap operation was performed when the fish was within a predetermined area displayed on the screen.
[0187] Furthermore, it is also possible to configure the system so that the lottery processing unit 165 performs the lottery processing only when predetermined conditions are met. In this case, the predetermined conditions can be conditions related to the number of operations, a specific combination of operations, the result of operations on the screen display, etc., as described above. For example, it can be that a predetermined number of tap operations have been performed within a predetermined time.
[0188] The above predetermined probability may vary depending on the parameters of the first item associated with the user.
[0189] The first item, as an example, is a "fishing rod." Such a fishing rod can have a level assigned to it as a parameter.
[0190] The level can be increased by accumulating experience points gained from catching fish. The amount of experience points gained may vary depending on the type of fish caught. Furthermore, there may be a level cap that prevents further level increases once a certain level is reached. However, the level cap can be unlocked by upgrading the fishing rod.
[0191] Furthermore, appropriate parameters are set for each game medium, and the predetermined probability changes according to the difference between these appropriate parameters and the parameters of the first item mentioned above.
[0192] For example, each fish could have an appropriate fishing rod level assigned to it, and the probability of successfully catching it could vary depending on the difference between that level and the actual fishing rod level.
[0193] For example, the higher the fishing rod level, the higher the predetermined probability can be set.
[0194] The above-mentioned conditions may vary depending on the parameters of the first item associated with the user.
[0195] For example, the lower the level set for the fishing rod, the more taps are required, making the above-mentioned conditions stricter.
[0196] The above-mentioned predetermined probabilities may be subject to change by the use of the second item.
[0197] The second item is, for example, "bait." As shown in Figure 8, the probability of catching different types of fish will vary depending on the type of bait.
[0198] Furthermore, the lottery may be conducted on the condition that the second item is consumed. In other words, it is possible to conduct the lottery as many times as there are second items.
[0199] The lottery process is a process of determining one game medium by lottery from a group of game mediums that includes multiple identical and / or different types of game mediums, and the predetermined probability may be set for each type of game medium.
[0200] As shown in Figure 9 as an example, there can be eight types of fish that can be caught, but there can be more or fewer. It is also possible to include scrap metal such as small radios as catchable items.
[0201] The association unit 110 can change the parameters of the first item depending on the type and number of game media whose association with the user is to be removed by the unassociation unit 130.
[0202] This corresponds to the "experience points" mentioned above. For example, larger fish can be given more experience points than smaller fish.
[0203] Furthermore, the association unit 110 can change the parameters of the first item according to the type and number of game media associated with the user.
[0204] Next, we will explain the relationship between the various processes mentioned above and the game part.
[0205] One or more computer processors in this disclosure execute a game which sequentially progresses through multiple game periods, each including multiple parts that progress sequentially. The association unit 110 and the display processing unit 140 execute processing in one part, and the execution of processing by the display processing unit 140 allows the execution of one part to end and the next part to proceed.
[0206] For example, in a game implemented using the above-described structure, one chapter consists of multiple game periods (Day 1, Day 2, etc.). Furthermore, one game period is composed of multiple parts (morning, lunch break, afternoon, evening, night, free time, etc.). These parts correspond to the game parts described above. Multiple chapters may also be provided.
[0207] One or more computer processors in this disclosure may further include a storage unit 170, as shown in Figure 7.
[0208] The memory unit 170 stores the user's selection history for one or more game media associated with the user.
[0209] Furthermore, the memory unit 170 ensures that the selection history is carried over even if the player progresses through a part that is included in a "game period that the player has already progressed through in the past," which is different from the game period in which the part in question is included.
[0210] As mentioned above, the selection history can be a record of whether or not a game medium has been selected by a user in the past, or a record of the number of times a game medium has been selected by a user in the past.
[0211] Furthermore, the game realized by the above configuration is fundamentally a game in which multiple game periods, each containing multiple parts that progress sequentially, progress sequentially. However, when the game progresses and certain conditions are met, it becomes possible to replay parts from previous game periods.
[0212] In this context, "the past" refers to "the past in the timeline of gameplay." In other words, it refers to "the past period in the scenario" that the player has already experienced.
[0213] In this case, even if you replay a part of the game from a previous period, your selection history will not be reset.
[0214] Furthermore, the memory unit 170 stores predetermined parameter values related to processing by the association unit 110 in association with the user, and when a part is played within a game period different from the game period in which a particular part is included, the memory unit 170 can choose not to carry over the predetermined parameter values related to processing by the association unit.
[0215] The predetermined parameter value for processing by the association unit 110 is, for example, the number of second items, but is not limited to this; it can also be the level of the first item, etc.
[0216] The different game periods mentioned above can be future game periods that occur after a game period in which a particular part is included, or past game periods that have already progressed before that game period.
[0217] One or more computer processors in this disclosure may further include an assigning unit 175.
[0218] The assignment unit 175 assigns a specific game medium based on the type of game medium selected by the user and the user's selection history for that game medium.
[0219] The specific game medium may be a selected game medium, or it may be a game medium related to a selected game medium. For example, if the selected game medium is fish A, the specific game medium may be sashimi or tempura made from fish A.
[0220] Such specific game media may also be items, materials, etc., that can be used to advance the game in another part of the game.
[0221] Furthermore, one or more computer processors in this disclosure may further include a modification unit 180, as shown in Figure 7.
[0222] The modification unit 180 can change the character's parameters based on the type of game medium selected by the user and the user's selection history for that game medium.
[0223] Character parameters can include, for example, a character's level or ability scores. Ability scores include factors that contribute to values such as attack power and defense power.
[0224] Furthermore, predetermined parameters are set for game media that can be associated with a user, and the display processing unit 140 can display events related to a game media based on the type and / or parameters of a game media selected by the user, and the user's selection history for that game media.
[0225] One example of a specified parameter is the freshness of the fish.
[0226] Furthermore, the predetermined parameters may change depending on the number of operations performed.
[0227] For example, if the number of operations (number of taps, etc.) exceeds a predetermined number (required number of taps), the above-mentioned predetermined parameter may be reduced.
[0228] While the above explanations all illustrate examples where events are displayed based on selection history, events may also be displayed based solely on the type of game medium selected.
[0229] <Example 1> In the embodiment described above, an example was described in which the user selects one game medium, but it is also possible to configure the system to accept selections of multiple game mediums from the user.
[0230] The number of game media that can be selected can be a predetermined number, or it can be an unlimited number up to an upper limit.
[0231] Furthermore, the above-mentioned predetermined number may or may not be presented to the user.
[0232] At this time, the unassociation unit 130 unassociates other game media, which are game media other than the multiple game media selected by the user, with the user.
[0233] The display processing unit 140 then displays events related to the combination of multiple game media based on the types of multiple game media selected by the user and the user's selection history for the combination of multiple game media.
[0234] For example, if the user selects game media A, B, and C, then 1 will be added to the selection history for that combination of game media A, B, and C. Furthermore, events related to that combination of game media A, B, and C (for example, dishes using fish a, b, and c) may be displayed.
[0235] In other words, the events displayed can vary depending on the combination of game media selected.
[0236] Furthermore, if a predetermined number of game media are not selected (including cases where too few fish were caught to select any), the process can follow the same flow as when the number of game media associated with the user is 0, as described above.
[0237] Furthermore, if a predetermined number of game media are not selected (including cases where too few fish are caught to select any), an event corresponding to the number of associated game media may be triggered.
[0238] In the above modification 1, the configuration of the embodiment described above can be applied, except for the points that are specifically noted. With this configuration, it is possible to provide a technical improvement that solves or mitigates at least some of the problems of the prior art described above.
[0239] Specifically, with the above configuration, by automating at least a portion of the operations on the acquired game medium, the complexity of the operation can be reduced, the game progress can be accelerated, and a wider variety of game progression can be realized according to the user's choices.
[0240] <Modification 2> In the embodiment described above, the display processing unit 140 displays events related to a game medium based on the type of game medium selected by the user and the user's selection history for that game medium. However, the display processing unit 140 may also display events related to a game medium based on, or in addition to, the event execution history.
[0241] Execution history can be defined as a record of events that occurred as a result of a user's selection of a particular game medium.
[0242] In this case, the above events can differ depending on the type of game medium and the number of times the event is executed.
[0243] The execution history mentioned above can be the one stored in the memory unit.
[0244] In the above modified example 2, the configuration of the embodiment described above can be applied, except for the points specifically noted.
[0245] <Examples of application> Next, we will explain specific application examples of the above-described configuration. However, the application examples described below are merely illustrative, and the present invention should not be limited to these examples.
[0246] In this application, the game part in which the processing by the association unit 110, selection reception unit 120, association release unit 130, and display processing unit 140 is performed is the part in which a fishing game is played.
[0247] In this fishing game, the type of fish you can catch will vary depending on the bait you use and the level of your fishing rod. You can then choose one of the fish you catch to have for dinner. Any remaining fish that you didn't choose can be sold to the fishmonger for in-game currency, which can then be used to buy bait. Furthermore, by fulfilling certain conditions as you progress through the game, you can catch a legendary fish.
[0248] The fishing game will be playable in the fishing area. The fishing area will display a fishing icon and an exit gate. Tapping the fishing icon will start the fishing mini-game. Tapping the exit gate will display the option to return home or not. If you choose to return home, the fishing game part will end.
[0249] The fishing game proceeds as follows: 1. Accept taps on the fishing icon. 2. Display the food options and accept the selection of one food item. 3. Display the action of the character casting a fishing line into the sea. 4. Perform a check to determine if a fish has been caught. 5. Display the action of reeling in a fish during the fishing action. 6. Display the character's action of reeling in the fishing line. 7. Display fishing results 8. Display the option to continue fishing or not. If you choose to continue fishing, return to step 3 above. If you choose to stop fishing, your character will be able to move freely within the fishing area.
[0250] The process for determining whether a fish has been caught, as described in "4." above, is performed as follows. First, the judgment process will be performed a maximum of three times in one fishing game. If a fish is caught within three judgments, proceed to "5." above. On the other hand, if no fish is caught even after the third judgment, proceed to "6." and the fishing result will be "No fish caught." The above judgment will be performed once every three seconds as an example.
[0251] The fishing action sequence is as follows: 1. When a fish is caught, a "!" icon will appear above the character. 2. Measure the number of taps during a certain period (1-2 seconds) while the "!" icon is displayed. 3. Display the action of the character pulling the fishing line. 4. Tap input is accepted while the fishing line is being pulled (3-5 seconds). If the number of taps is insufficient, the process will proceed to step 6 above, and the fishing result will be "The fish got away." If your fishing rod level is insufficient, the number of taps required will increase, making it more difficult to catch fish. 5. Display the action of the character reeling in the fishing line.
[0252] Fishing results can be categorized into three patterns: "caught a fish," "the fish got away," or "no fish were caught."
[0253] Next, I will explain the maximum number of times you can fish.
[0254] There is no limit to the number of times you can fish; you can repeat fishing play as many times as you like. However, there are limits on the amount of bait and the number of fish you can carry. For example, if you consume one bait per play, you will not be able to play when you run out of bait. Also, there is a limit to the number of fish you can carry, and you can only sell up to that limit at the fish shop. However, even if you fish beyond the limit, you will still receive experience points.
[0255] As mentioned above, the fish that can be caught in the fishing game (items associated with the user through a lottery) can be either fish or scrap. Various parameters are set for the fish that can be caught, as shown in Figure 9.
[0256] The fish X shown in Figure 9 is known as the "phantom fish," and can only be caught once if certain conditions are met during gameplay. These conditions could include, but are not limited to, having specific conversations with other characters in the adventure part, or using specific bait.
[0257] Additionally, fish associated with a user may be recorded in a field guide.
[0258] Furthermore, as mentioned above, any leftover feed cannot be carried over to the next day.
[0259] Next, I will explain the details of the fishing rod.
[0260] As mentioned above, catching a fish grants experience points and increases the fishing rod's level. The amount of experience points is set for each type of fish. Furthermore, the fishing rod's level will cap out once it reaches a certain level and will not increase further.
[0261] Additionally, upgrading your fishing rod at the scrap shop may increase the level cap. There should be several upgrade stages available.
[0262] Furthermore, the success rate of catching a fish changes depending on the level of the fishing rod. Each type of fish has an optimal fishing rod level, and the success rate increases or decreases depending on whether the rod level is above or below the optimal level.
[0263] For example, suppose the appropriate fishing rod level for fish A is LV5 (50% success rate), the success rate drops to 15% at fishing rod level 1, and increases to 75% at fishing rod level 10.
[0264] Furthermore, it is possible to configure the system so that the number of taps required for fishing actions changes depending on whether the fishing rod level is increased or decreased from the appropriate level. For example, the difficulty can be varied by setting the required number of taps per second to 30 at fishing rod level 1, 15 at fishing rod level 4, and 3 at fishing rod level 10.
[0265] Next, we will explain the limit on the number of fish that can be associated with a user. Caught fish are stored in a cooler box. The cooler box has a set limit on the number of fish that can be stored. When the number of fish that can be stored reaches the limit, fishing will no longer be possible, but the cooler box can be expanded if certain conditions are met.
[0266] Next, I will explain how to sell fish. When you have caught two or more fish, your destination will be the "fish shop" and the sale will be completed. Alternatively, if you have caught one type of fish or less, your destination will be "home".
[0267] One type of fish that is not sold to the fish market may be used as a side dish for dinner, or, as mentioned above, any fish that is not selected by the user as an ingredient for a side dish may be sold to the fish market.
[0268] Furthermore, although it was explained that users can select only one type of fish as an ingredient for a side dish, as mentioned above, it is also possible to allow users to select multiple types of fish, and different events may be displayed depending on the combination of fish selected.
[0269] Then, the scenario for dinner, centered around the selected fish, will proceed.
[0270] According to the above configuration, it is possible to provide a technical improvement that solves or alleviates at least some of the problems of the above-described prior art.
[0271] Subsequently, an example of the information processing method in the present disclosure will be described.
[0272] The information processing method in the present disclosure is, as an example, the information processing method in the information processing system 1000 shown in FIG. 1. The information processing system 1000 includes at least a user terminal 100 and a server device 200.
[0273] The information processing method in the present disclosure is characterized in that, as shown as an example in FIG. 10, one or more computer processors are caused to execute an association step S110, a determination step S120, a selection reception step S130, a disassociation step S140, and a display processing step S150.
[0274] In the association step S110, one or more game media are associated with the user. Such an association step S110 can be executed by the above-described association unit 110.
[0275] The association step S110 may be executed by the server device 200 or may be executed by the user terminal 100.
[0276] In the determination step S120, it is determined whether there are a plurality of game media associated with the user. Such a determination step S120 can be executed by the above-described selection reception unit 120.
[0277] The determination step S120 may be executed by the server device 200 or may be executed by the user terminal 100.
[0278] In the selection reception step S130, when there are a plurality of game media associated with the user, the selection of one game media from the user is received. Such a selection reception step S130 can be executed by the selection reception unit 120 described above.
[0279] The selection reception step S130 may be executed by the server device 200 or may be executed by the user terminal 100.
[0280] In the dissociation step S140, for other game media that are game media other than the one game media selected by the user, the association with the user is released. Such a dissociation step S140 can be executed by the dissociation unit 130 described above.
[0281] The dissociation step S_{140} may be executed by the server device 200 or may be executed by the user terminal 100.
[0282] In the display processing step S150, based on the type of the one game media selected by the user and the user's selection history for the one game media, the display of an event related to the one game media is performed. Such a display processing step S150 can be executed by the display processing unit 140 described above.
[0283] The dissociation step S_{140} may be executed by the server device 200 or may be executed by the user terminal 100.
[0284] According to the above configuration, a technical improvement can be provided to solve or alleviate at least a part of the problems of the above-described prior art.
[0285] Subsequently, the computer program in the embodiment of the present disclosure will be described.
[0286] The computer program in this disclosure is, as an example, a computer program executed in the information processing system 1000 shown in Figure 1. The information processing system 1000 includes at least a user terminal 100 and a server device 200.
[0287] The computer program in this disclosure is characterized by enabling one or more computer processors to implement association functions, selection acceptance functions, association unassociation functions, and display processing functions.
[0288] The association feature allows users to associate one or more game media with a particular game platform.
[0289] The selection function allows users to choose one game medium when they have multiple game mediums associated with them.
[0290] The unassociation function removes the association between the user and other game media, except for the one selected by the user.
[0291] The display processing function displays events related to a particular game medium, based on the type of game medium selected by the user and the user's selection history for that game medium.
[0292] The above functions can be realized by the association circuit 1110, selection reception circuit 1120, association release circuit 1130, and display processing circuit 1140 shown in Figure 11. The association circuit 1110, selection reception circuit 1120, association release circuit 1130, and display processing circuit 1140 are realized by the association unit 110, selection reception unit 120, association release unit 130, and display processing unit 140 described above, respectively. Details of each unit are as described above.
[0293] The above configuration provides a technical improvement that solves or mitigates at least some of the problems of the prior art described above.
[0294] Furthermore, a computer or mobile phone or other information processing device can be suitably used to function as a server or terminal device according to the above-described embodiment. Such an information processing device can be realized by storing a program describing the processing content that realizes each function of the server or terminal device according to the embodiment in the storage unit of the information processing device, and having the CPU of the information processing device read and execute the program.
[0295] Figure 12 is a block diagram of a processing circuit that performs computer-based operation in accordance with this disclosure. Figure 12 shows the processing circuit 600, which corresponds to the CPU of the terminal and device in this disclosure.
[0296] The processing circuit 600 is used to control any computer-based and cloud-based control processes, and the flowchart description or block can be understood as representing a module, segment, or portion of code containing one or more executable instructions for implementing a particular logical function or step in the process, and alternative implementations are included within the scope of exemplary embodiments of this advance in which the function can be performed. The order from those illustrated or discussed is included substantially concurrently or in reverse order depending on the functionality involved, as will be understood by those skilled in the art. The functionality of the elements disclosed herein can be implemented using circuits or processing circuits which may include general-purpose processors, special-purpose processors, integrated circuits, ASICs ("Application-Specific Integrated Circuits"), conventional circuits configured or programmed to perform the disclosed functions and / or combinations thereof. A processor processes a circuit or circuit so as to include transistors and other circuits within them. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, a processing circuit, unit, or means is hardware that performs or is programmed to perform the enumerated functions. Hardware may be any hardware disclosed herein, or any other hardware known in any other way that is programmed or configured to perform the enumerated functions.
[0297] In Figure 12, the processing circuit 600 includes a CPU 601 that executes one or more control processes discussed in this disclosure. Process data and instructions may be stored in memory 602. These processes and instructions may also be stored in a storage medium disk 604, such as a hard drive (HDD) or portable storage medium, or may be stored remotely. Furthermore, the claimed advances are not limited by the form of the computer-readable medium in which the process instructions of the present invention are stored. For example, instructions may be stored in a CD, DVD, flash memory, RAM, ROM, PROM, EPROM, EEPROM, hard disk, or any other non-temporary computer-readable medium of an information processing device with which the processing circuit 600 communicates, such as a server or computer. The processes may also be stored executablely by the processing circuit 600 in network-based storage, cloud-based storage, or other mobile-accessible storage.
[0298] Furthermore, the advances of the claims may be provided as a utility application, a background daemon, or a component of an operating system, or a combination thereof, and run together with the CPU 601 and operating systems, such as Microsoft Windows, UNIX®, Solaris, LINUX, Apple MAC-OS, Apple iOS, and other systems known to those skilled in the art.
[0299] The hardware elements for realizing the processing circuit 600 can be realized by various circuit elements. Furthermore, each function of the embodiments described above may be realized by a circuit including one or more processing circuits. The processing circuit includes a particularly programmed processor, for example, a processor (CPU) 601 as shown in Figure 12. The processing circuit also includes devices such as application-specific integrated circuits (ASICs) and conventional circuit components arranged to perform the enumerated functions.
[0300] Alternatively, or additionally, the CPU 601 may be implemented on an FPGA, ASIC, PLD, or using discrete logic circuitry, as would be recognized by one of ordinary skill in the art. Also, the CPU 601 may be realized as a plurality of computer processors that operate in parallel and cooperate to execute the instructions of the present invention processes described above.
[0301] The processing circuit 600 of FIG. 12 also includes a network controller 606, such as an Ethernet PRO network interface card, for interfacing with a network 700. As can be appreciated, the network 700 can be a public network, such as the Internet, or a private network, such as a local area network (LAN) or wide area network (WAN), or any combination thereof, and can include a public switched telephone network (PSTN) or an integrated services digital network (ISDN) subnetwork. The network 700 can also be wired, such as an Ethernet network, a universal serial bus (USB) cable, or wireless, such as a cellular network including EDGE, 3G, and 4G wireless cellular systems. The wireless network can also be Wi-Fi, a wireless LAN, Bluetooth, or any other known wireless communication form. Further, the network controller 606 may conform to other direct communication standards, such as Bluetooth, near field communication (NFC), infrared, or others.
[0302] The processing circuit 600 further includes a display controller 608, such as a graphics card or graphics adapter, for interfacing with a display 609, such as a monitor. The I / O interface 612 interfaces with a keyboard and / or mouse 614, and a touch screen panel 616, either on or separate from the display 609. The I / O interface 612 also connects to various peripheral devices 618.
[0303] The storage controller 624 connects the storage medium disk 604 to a communication bus 626 which may be ISA, EISA, VESA, PCI, or similar, and interconnects all components of the processing circuit 600. A general description of the features and functionality of the display 609, keyboard and / or mouse 614, as well as the display controller 608, storage controller 624, network controller 606, and I / O interface 612, is omitted herein for brevity, as these features are publicly known.
[0304] The exemplary circuit elements described in the context of this disclosure may be replaced by other elements and may have different structures from the embodiments provided herein. Furthermore, the circuits configured to perform the functions described herein may be implemented in multiple circuit units (e.g., chips), or the features may be combined in a circuit on a single chipset.
[0305] The functions and features described herein may also be performed by various distributed components of the system. For example, one or more processors may perform these system functions, where the processors are distributed among multiple components communicating within a network. The distributed components may include one or more client and server machines that can share processing, in addition to various human interfaces and communication devices (e.g., display monitors, smartphones, tablets, personal digital assistants (PDAs)). The network may be a private network such as a LAN or WAN, or a public network such as the Internet. Inputs to the system may be received directly via user input, in real time, or remotely as a batch process. Furthermore, some implementations may run on modules or hardware that are not identical to those described. Thus, other implementations are within the scope of what is claimed.
[0306] While several embodiments of the present invention have been described, these embodiments are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be carried out in a variety of other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents.
[0307] Furthermore, the methods described in the embodiments can be distributed by storing the program, which can be executed by a computer, on recording media such as magnetic disks (floppy disks, hard disks, etc.), optical disks (CD-ROMs, DVDs, MOs, etc.), and semiconductor memory (ROMs, RAMs, flash memory, etc.), and by transmitting them via communication media. The program stored on the media also includes a configuration program that configures the software means (including not only the executable program but also tables and data structures) to be executed by the computer. The computer implementing this device reads the program recorded on the recording media and, if necessary, constructs the software means using the configuration program, and executes the above-described process by controlling its operation with this software means. The recording media referred to in this specification are not limited to those for distribution, but also include storage media such as magnetic disks and semiconductor memory provided inside the computer or in devices connected via a network. The storage unit may function as, for example, main memory, auxiliary memory, or cache memory. [Additional Information] The original claims of the present application are included below. [1] An information processing system comprising one or more computer processors, The one or more computer processors described above are: A linking unit that associates one or more game media with a user, When there are multiple game media associated with the user, a selection receiving unit accepts the user's selection of one game media, A deassociation unit that deasages other game media, which are game media other than the one selected by the user, from the user, A display processing unit that displays events related to a game medium based on the type of game medium selected by the user and the user's selection history for that game medium. An information processing system equipped with the following features. [2] The one or more computer processors are: When a character is in a specific area, the processing by the association unit is executed. The one or more computer processors mentioned above further include: The system includes a destination setting unit for setting the destination of the aforementioned character, The information processing system according to claim 1, characterized in that the destination setting unit sets a destination when the character moves from a specific area to an area different from the specific area. [3] The destination setting unit sets the character's destination to the first area in response to receiving a predetermined operation from the user. The information processing system according to claim 2, characterized in that when the character arrives in the first area, the processing by the association release unit is performed. [4] The information processing system according to claim 3, characterized in that the predetermined operation is an operation to select one game medium, or an operation to move the character from a specific area to an area different from the specific area. [5] The destination setting unit sets the character's destination to a second area in response to receiving a predetermined operation by the user or to the processing performed by the association release unit. The one or more computer processors described above are: The information processing system according to claim 2, characterized in that the display processing unit performs processing when the character arrives in the second area. [6] The information processing system according to claim 5, characterized in that the predetermined operation is an operation to move the character from the specific area to an area different from the specific area. [7] The one or more computer processors are When a character is in a specific area, the association unit, the selection reception unit, and the association removal unit perform the corresponding processing. The information processing system according to claim 1, characterized in that, at least in relation to the execution of processing by the association release unit, an event relating to another character associated with a first area different from the specific area is generated. [8] If the number of game media associated with the user by the association part is 0, The one or more computer processors described above are: The processing by the selection receiving unit and the association release unit will not be executed. The information processing system according to claim 1, characterized in that the display processing unit is made to display events unrelated to the one game medium. [9] If there is one game medium associated with the user by the association part, The one or more computer processors described above are: The processing by the selection receiving unit and the association release unit will not be executed. The information processing system according to claim 1, characterized in that the display processing unit is made to display events related to the game medium associated with the user by the association unit.
[10] If a specific game medium is included among the one or more game mediums associated with the user by the association part, The one or more computer processors described above are: The processing by the aforementioned selection receiving unit will not be executed. The information processing system according to claim 1, characterized in that the display processing unit is made to display events related to the specific game medium.
[11] The information processing system according to claim 1, characterized in that the display processing unit displays the actions and / or lines of a character or other character differently according to the type of game medium selected by the user and the user's selection history for that game medium.
[12] The information processing system according to claim 1, characterized in that the display processing unit displays different videos according to the type of game medium selected by the user and the user's selection history for said game medium.
[13] The one or more computer processors further: The system includes a display unit that displays a list of one or more game media associated with the user through the aforementioned association unit, The information processing system according to claim 1, characterized in that the display unit changes the display mode for each of the one or more game media according to the selection history.
[14] The one or more computer processors further: A lottery request receiving unit that receives lottery requests from the aforementioned users, A lottery processing unit that performs a lottery process based on a predetermined probability in response to the lottery request. Equipped with, The information processing system according to claim 1, characterized in that the association unit associates a game medium with the user based on the result of the lottery processing by the lottery processing unit.
[15] The information processing system according to 14, characterized in that the lottery processing unit performs one or more winning determinations as a lottery processing for a lottery request.
[16] The information processing system according to 14, characterized in that the association unit associates a game medium with the user based on the result of the lottery processing by the lottery processing unit and whether predetermined conditions are met.
[17] The information processing system according to 16, characterized in that the predetermined conditions are conditions for the user's operation.
[18] The information processing system according to 14, characterized in that the predetermined probability changes depending on the parameters of the first item associated with the user.
[19] The information processing system according to 16, characterized in that the predetermined conditions vary depending on the parameters of a first item associated with the user.
[20] The information processing system according to claim 14, characterized in that the predetermined probability changes as a result of using a second item.
[21] The lottery process is a process of determining by lottery one game medium from a group of game mediums that includes multiple identical and / or different types of game mediums, The information processing system according to claim 14, characterized in that the predetermined probability is determined for each type of game medium.
[22] The information processing system according to 19, characterized in that the association unit changes the parameters of the first item according to the type and number of game media whose association with the user is to be released by the unassociation unit.
[23] The information processing system according to 19, characterized in that the association unit changes the parameters of the first item according to the type and number of game media associated with the user.
[24] The one or more computer processors The game involves playing a game that progresses sequentially through multiple game periods, each containing multiple parts that proceed in sequence. The processing by the association unit and the display processing unit is performed in one part. The information processing system according to claim 1, characterized in that the processing by the display processing unit is performed, thereby terminating the first part and proceeding to the next part.
[25] The one or more computer processors further: The system includes a storage unit that stores the user's selection history for one or more game media associated with the user. The information processing system according to claim 24, characterized in that the memory unit carries over the selection history even when a part included in a past game period different from the game period in which the first part is included.
[26] The memory unit is The values of predetermined parameters related to the processing by the association unit are stored in association with the user. The information processing system according to claim 25, characterized in that when a part is played in a game period different from the game period in which the aforementioned part is played, the values of predetermined parameters relating to processing by the association unit are not carried over.
[27] The one or more computer processors further: The information processing system according to claim 1, further comprising an assignment unit that assigns a specific game medium based on the type of game medium selected by the user and the user's selection history for said game medium.
[28] The one or more computer processors further: The information processing system according to claim 1, further comprising a modification unit that changes character parameters based on the type of game medium selected by the user and the user's selection history for said game medium.
[29] The game medium that can be associated with the user has predetermined parameters set, The information processing system according to claim 17, characterized in that the display processing unit displays events related to a game medium based on the type and / or parameters of a game medium selected by the user and the user's selection history for that game medium.
[30] The information processing system according to 29, characterized in that the predetermined parameter changes according to the number of times the operation is performed.
[31] One or more computer processors, A linking step that associates one or more game media with a user, A determination step to determine whether there are multiple game media associated with the user, If there are multiple game media associated with the user, a selection acceptance step is made to accept the user's selection of one game media. A deassociation step to remove the association between the user and other game media, which are game media other than the one selected by the user, A display processing step that displays events related to a game medium based on the type of game medium selected by the user and the user's selection history for that game medium. An information processing method that enables execution of [the specified action].
[32] One or more computer processors, A linking function that associates one or more game media with a user, When there are multiple game media associated with the aforementioned user, a selection acceptance function is provided to accept the user's selection of one game media, The ability to unassociate other game media, other than the one selected by the user, from the user, A display processing function that displays events related to a game medium based on the type of game medium selected by the user and the user's selection history for that game medium. A computer program that makes this possible. [Explanation of Symbols]
[0308] 100 Information Processing Devices 110 Related parts 120 Selection Reception Department 130 Deselection section 140 Display Processing Unit 200 Server Devices 300 storage
Claims
1. An information processing system comprising one or more computer processors, The one or more computer processors mentioned above are: A linking unit that associates one or more game media with a user, A determination unit that determines whether or not to process a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, When the decision unit determines that it will perform the process of accepting the selection, the selection acceptance unit accepts the selection of the game medium from the user, A display processing unit that displays events related to the game medium based on the type of game medium selected by the user and the user's selection history for that game medium. Equipped with, If one or more game media associated with the user include a specific type of game media, the determination unit decides not to process the selection of at least one game media from the user. The display processing unit is an information processing system that displays events related to the specific type of game medium.
2. The one or more computer processors mentioned above are: When a character is in a specific area, at least the processing by the association unit is performed. Furthermore, the information processing system according to claim 1 is characterized by comprising a destination setting unit for setting the destination of the character.
3. The one or more computer processors mentioned above further include: The system includes a determination unit that determines whether the number of game media associated with the user by the association unit exceeds a predetermined number, The aforementioned destination setting unit, If the determination unit determines that the number of game media associated with the user by the association unit exceeds a predetermined number, the character's destination is set to the first area. The information processing system according to claim 2, characterized in that if the determination unit determines that the number of game media associated with the user by the association unit does not exceed a predetermined number, the destination of the character is set to a second area.
4. The one or more computer processors mentioned above are: The information processing system according to claim 3, characterized in that, when the character is in the second area, at least the processing by the display processing unit is performed.
5. The one or more computer processors mentioned above are: The information processing system according to claim 3, characterized in that, when the character is in the first area, it performs an association removal process to remove the association between the user and other game media, which are game media other than the game media selected by the user.
6. If the number of game media associated with the user by the aforementioned association unit is less than or equal to a predetermined number, The information processing system according to claim 1, characterized in that the decision unit decides not to perform the process of accepting the selection of at least one game medium from the user.
7. The one or more computer processors mentioned above further include: The information processing system according to claim 1, further comprising an association deassociation unit for deassociating other game media, which are game media other than the game media selected by the user, with the user.
8. The information processing system according to claim 1, characterized in that the event is a video in which a character appears, and an image of a game medium selected by the user, or an image of a specific type of game medium is displayed, or the character makes a statement regarding a game medium selected by the user, or a statement regarding a specific type of game medium.
9. If the number of game media associated with the user by the association part is 0, The decision unit decides not to process the selection of at least one game medium from the user, The information processing system according to claim 1, characterized in that the display processing unit displays events unrelated to the game medium.
10. If there is one game medium associated with the user by the association part, The decision unit decides not to process the selection of at least one game medium from the user, The information processing system according to claim 1, characterized in that the display processing unit causes the association unit to display events related to the game medium associated with the user.
11. The information processing system according to claim 1, characterized in that the aforementioned specific type of game medium is a rare game medium.
12. The information processing system according to claim 1, characterized in that the display processing unit displays different videos according to the type of game medium selected by the user and the user's selection history for said game medium.
13. The one or more computer processors mentioned above further include: The system includes a display unit that displays a list of one or more game media associated with the user through the aforementioned association unit, The information processing system according to claim 1, characterized in that the display unit changes the display mode for each of the one or more game media according to the selection history.
14. The one or more computer processors mentioned above further include: The information processing system according to claim 1, further comprising an assignment unit that assigns a specific game medium based on the type of game medium selected by the user and the user's selection history for said game medium.
15. The one or more computer processors mentioned above further include: The information processing system according to claim 1, further comprising a modification unit that changes character parameters based on the type of game medium selected by the user and the user's selection history for that game medium.
16. One or more computer processors, A linking step that associates one or more game media with a user, A decision step of determining whether or not to perform a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, If it is determined in the aforementioned decision step to perform the process of accepting the selection, a selection acceptance step is performed to accept the selection of the game medium from the user, Based on the type of game medium selected by the user and the user's selection history for that game medium, the system performs a display processing step that displays events related to that game medium. If one or more game media associated with the user include a specific type of game media, the decision step will decide not to accept the selection of at least one game media from the user. The display processing step is an information processing method for displaying events related to the specific type of game medium.
17. One or more computer processors, A linking function that associates one or more game media with a user, A decision function that determines whether or not to process a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, When the decision function determines that it will perform the process of accepting the selection, a selection acceptance function is provided to accept the selection of the game medium from the user. Based on the type of game medium selected by the user and the user's selection history for that game medium, a display processing function is implemented that displays events related to that game medium. If one or more game media associated with the user include a specific type of game media, the decision function decides not to process the selection of at least one game media from the user. The display processing function is a computer program that displays events related to the specific type of game medium.
18. An information processing system comprising one or more computer processors, The one or more computer processors mentioned above are: A linking unit that associates one or more game media with a user, A determination unit that determines whether or not to process a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, When the decision unit determines that it will perform the process of accepting the selection, the selection acceptance unit accepts the selection of the game medium from the user, A display processing unit that displays events related to the game medium based on the type of game medium selected by the user and the user's selection history for that game medium. Equipped with, If one or more game media associated with the user include a specific type of game media, the determination unit decides not to process the selection of at least one game media from the user. The display processing unit is an information processing system that displays events related to the specific type of game medium.
19. One or more computer processors, A linking step that associates one or more game media with a user, A decision step of determining whether or not to perform a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, If it is determined in the aforementioned decision step to perform the process of accepting the selection, a selection acceptance step is performed to accept the selection of the game medium from the user, Based on the type of game medium selected by the user and the user's selection history for that game medium, the system performs a display processing step that displays events related to that game medium. If one or more game media associated with the user include a specific type of game media, the decision step will decide not to accept the selection of at least one game media from the user. The display processing step is an information processing method for displaying events related to the specific type of game medium.
20. One or more computer processors, A linking function that associates one or more game media with a user, A decision function that determines whether or not to process a process to accept the selection of at least one game medium from the user, depending on the type of game medium associated with the user, When the decision function determines that it will perform the process of accepting the selection, a selection acceptance function is provided to accept the selection of the game medium from the user. Based on the type of game medium selected by the user and the user's selection history for that game medium, a display processing function is implemented that displays events related to that game medium. If one or more game media associated with the user include a specific type of game media, the decision function decides not to process the selection of at least one game media from the user. The display processing function is a computer program that displays events related to the specific type of game medium.
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