Programs and Information Processing Systems
The program and system streamline quest selection and execution, enhancing user convenience and engagement by enabling simultaneous quest initiation and automated management, thus reducing repetitive operations.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-26
- Publication Date
- 2026-03-31
AI Technical Summary
Existing games require repetitive and cumbersome user operations to start quests, especially when synthesizing equipment that necessitates numerous material items, leading to reduced user interest.
A program and information processing system that allows users to select and start multiple quests or game parts simultaneously, with the system automatically managing the sequence and termination based on user preferences and conditions.
Improves user convenience and maintains interest by reducing repetitive tasks, allowing users to efficiently complete quests without constant re-selection.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, as a clear reward, there is known a game configured to proceed with the expansion of items and equipment by clearing quests that can obtain material items necessary for the synthesis of items and equipment (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above-described game, there is a problem that it becomes complicated in that a user's selection operation and start operation are required to start a quest. In particular, when synthesizing equipment that requires a large number of material items, it is necessary to clear a considerable number of quests. The user has to display the quest selection screen for each quest, select the quest, perform the start operation, and play the quest, repeating such a series of routine operations hundreds or thousands of times. Such routine work significantly reduces the user's interest, and thus improvement has been demanded.
[0005] An object of the present invention is to provide a program and an information processing system that can improve user convenience and suppress a decrease in user interest.
Means for Solving the Problems
[0006] To achieve the above object, the present invention is configured as follows.
[0007] The program according to the present invention includes a selection process that selects a second part in response to a user selection operation in the first part, a start process that starts the second part selected by the selection operation, and the started second part In this context, the user manipulates player objects that the user can interact with. A computer is configured as a control means capable of executing an termination process that terminates the second part when a predetermined termination condition achieved by is met, and a transition process that transitions to the first part when the second part is terminated. The selection process includes a first selection process that can select only one second part, and a second selection process that can select multiple second parts. The start process includes a first start process that starts the second part selected according to the first selection process, and a second start process that starts the multiple second parts selected according to the second selection process in a predetermined order. The control means is configured to execute the start process for other second parts selected by the second selection process without executing the transition process for the first second part when the first second part started by the second start process is terminated.
[0008] The control means may determine the predetermined order based on the order in which the user performed the selection operations.
[0009] The control means may be configured to perform a third selection process that extracts and selects a second part according to conditions set by the user.
[0010] The information processing system according to the present invention includes a selection means that performs a selection process to select a second part in response to a user's selection operation in the first part, a start means that performs a start process to start the second part selected by the selection operation, and the started second part In this context, the user manipulates player objects that the user can interact with.The system includes termination means that performs termination processing to terminate the second part when predetermined termination conditions achieved by the system are met, and transition means that performs transition processing to transition to the first part when the second part is terminated, wherein the selection process includes a first selection process that can select only one second part, and a second selection process that can select multiple second parts, and the start process includes a first start process that starts the second part selected according to the first selection process, and a second start process that starts the multiple second parts selected according to the second selection process in a predetermined order, and when one second part started by the second start process is terminated, the system executes the start process for the other second parts selected by the second selection process without executing the transition process for that one second part. [Effects of the Invention]
[0011] According to the program and information processing system of the present invention, user convenience can be improved and the decline in user interest can be suppressed. [Brief explanation of the drawing]
[0012] [Figure 1] This is a diagram illustrating the overall configuration of the information processing system. [Figure 2] This is a diagram illustrating the hardware configuration of the server and user terminals. [Figure 3] This is a diagram illustrating the functional configuration of the server and user terminals. [Figure 4] This is an explanatory diagram showing the portal stage (PS). [Figure 5] This is an explanatory diagram showing an example of a quest screen. [Figure 6] This is an explanatory diagram showing an example of a quest selection screen. [Figure 7] This is an explanatory diagram showing an example of a quest selection screen. [Figure 8] This is a flowchart illustrating an example of the quest setting process. [Figure 9] This flowchart illustrates an example of special processing in quests.
Embodiments for Carrying Out the Invention
[0013] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiments are merely one aspect for explaining the present invention, and the numerical values and the like shown in the present embodiments are also merely examples and do not limit the present invention. Further, not all of the configurations described in the present embodiments are essential constituent elements of the present invention. Furthermore, in this specification and the drawings, elements having substantially the same functions and configurations are given the same reference numerals as much as possible, and redundant descriptions are omitted, and illustrations of elements not directly related to the present invention are omitted.
[0014] (Configuration of Information Processing System S) As shown in FIG. 1, the information processing system S according to the present embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In the present embodiment, a case where a game is provided by the information processing system S will be described.
[0015] The information processing system S according to the present embodiment functions as an information processing apparatus in which the server 100 and the user terminal 200 cooperate to provide a game. In the server 100 and the user terminal 200, the execution of various functions in the game and the control related to the progress of the game are respectively shared, and by the cooperation of the server 100 and the user terminal 200, the above various functions and the game are executed.
[0016] Server 100 is communicably connected to a plurality of user terminals 200 via network 300. Each user terminal 200 can transmit and receive various information to and from server 100 via network 300. Also, each user terminal 200 can transmit and receive various information to and from other user terminals 200 via network 300 or server 100. Server 100 can store various information (e.g., user information) for each user (hereinafter also referred to as a player) who plays a game on user terminal 200, and can also store various information related to the game. Further, server 100 can execute processes such as updating the stored information and transmitting (downloading) images and various information to user terminal 200 based on an input operation by user terminal 200. Note that each user terminal 200 may be able to directly transmit and receive various information between user terminals 200 without going through network 300 or server 100 by using its own wireless communication function.
[0017] Network 300 is composed of the Internet, a mobile phone network, a LAN (Local Area Network), a WAN (Wide Area Network), a dedicated line, etc. Server 100 and user terminal 200 are connected wirelessly or by wire via network 300.
[0018] (Hardware Configuration of Server 100) As shown in FIG. 2, server 100 has a CPU (Central Processhing Unit) 110, a memory 120, a storage unit 130, a communication unit 140, an input unit 150, an output unit 160, an input / output interface 170, etc. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170 of server 100 will also be referred to as server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, and server input / output interface 170, respectively.
[0019] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the server memory 120.
[0020] The server memory 120 consists of ROM (Read Only Memory), RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game and processing the game's progress. The server CPU 110 and the server memory 120 are connected to each other via an internal server bus (not shown).
[0021] The server storage unit 130 consists of an HDD (Hard Disk Drive), SSD (Solid State Drive), etc., and stores various programs and data. The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.
[0022] The server communication unit 140 consists of a communication interface and other components, and transmits and receives various data, programs, and other information to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 is transmitted to the user terminal 200 by the server communication unit 140.
[0023] The server input unit 150 consists of a keyboard, mouse, etc. Based on the input operations performed by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various programs and data stored therein.
[0024] The server output unit 160 consists of a display capable of showing text, images, etc., and a speaker capable of outputting sound. The contents of various processes executed based on input operations from the server input unit 150 are output by the server output unit 160.
[0025] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to the server input / output interface 170, which in turn is connected to an internal server bus (not shown).
[0026] (Hardware configuration of user terminal 200) Examples of user terminals 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, the case in which a smartphone is used as the user terminal 200 will be described.
[0027] As shown in Figure 2, the user terminal 200 includes a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.
[0028] Furthermore, the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configuration and functions as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server internal bus 170, and server input / output interface 170, respectively, so detailed explanations are omitted except for some parts.
[0029] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via an internal terminal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to the terminal input / output interface 270, which is connected to the internal terminal bus (not shown). The user terminal 200 also performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the terminal memory 220. In addition, the user terminal 200 receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or terminal storage unit 230. Furthermore, information regarding the results of various processes executed by the terminal CPU 210 is transmitted to the server 100 via the terminal communication unit 240.
[0030] The terminal input unit 250 is composed of, for example, a touch panel, keyboard, mouse, controller, physical buttons, etc., that can input operations for the user terminal 200. It may be mounted on the user terminal 200 itself, or it may be provided separately from the user terminal 200 and connected to the user terminal 200 by a connection cable or the like. The terminal input unit 250 may also be a microphone capable of voice input, or an accelerometer that can detect the tilt, movement, vibration, etc., of the user terminal 200 and input the detected information. In this embodiment, the user terminal 200 is equipped with a touch panel 262 that serves the functions of both the terminal input unit 250 and the terminal output unit 260.
[0031] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S will be explained with reference to Figure 3. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for running the game described above, various information related to the game, information about the user, game data, etc. The server CPU 110 of the server 100 functions as a data transmission / reception unit 182, a memory processing unit 184, and a game control unit 186 by executing each of the stored programs. In addition, the terminal CPU 210 of the user terminal 200 functions as a data transmission / reception unit 280, a memory processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288 by executing each of the stored programs.
[0032] These are just examples of functional units, and the server 100 and user terminal 200 are equipped with various other functional units. Furthermore, each functional unit may be located in either the server 100 or the user terminal, and functional units that perform the same role may be duplicated and located in both the server 100 and the user terminal 200.
[0033] Both the data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the application starts, the data transmission / reception unit 182 of the server 100 receives login information for logging into the game from the user terminal 200 and transmits information about the user corresponding to that login information (e.g., account name), information about the game (information about the character used, owned items and currency, owned equipment, companion monsters, game progress information, etc.), and game data (data such as various setting information necessary to construct the virtual space (game space)).
[0034] The memory processing unit of server 100 stores various information and data received from user terminal 200 in server memory unit 130.
[0035] The memory processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230.
[0036] The operation control unit 284 of the user terminal 200 receives and controls player operations input via the terminal input unit 250 through the touch panel 262. The operation control unit 284 detects the type of input operation from the player's operation position and direction. Examples include touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in / out operations, etc. Long press and touch-off operations can also be detected.
[0037] Both the game control unit 186 on server 100 and the game control unit 286 on user terminal 200 control the overall progress of the game. The following will explain specific examples of each control, focusing primarily on the control performed by the game control unit 286. It goes without saying that the control performed by the game control unit 286 may also be performed by the game control unit 186 on server 100.
[0038] The game control unit 286 constructs a virtual field as a game space (virtual space) based on game data, and places various character objects such as player characters, NPCs, enemy monsters, and pet monsters, as well as structural objects including various buildings and structures such as trees, mountains, stones, and rocks. The game control unit 286 controls the game space and these objects placed in the game space. For example, it can change the weather and day / night cycle in the game space, make objects perform predetermined actions, and change their color, shape, etc.
[0039] The game control unit 286 uses the input operations detected by the operation control unit 284 as instructions from the player to advance the game. For example, it interprets touch and tap operations on various icons as "confirm" or "select" operations and performs the corresponding processing, and interprets drag and swipe operations as "move" operations and performs processing to move the player character.
[0040] The game control unit 286 controls a virtual camera that captures images of the game space. Specifically, it defines the area of the game space that the player can see by specifying the position, orientation, and angle of the virtual camera, and defines this area as the viewing area. The game control unit 286 sends instructions to the screen control unit 288 to display the defined area of the game space and the various objects placed within this area. The game control unit 286 adjusts the virtual camera and updates the viewing area to follow the movements and actions of the player character. The position, orientation, and angle of the virtual camera may be arbitrarily adjusted according to the player's actions.
[0041] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. The screen control unit 288 generates images according to the instructions of the game control unit 286 and displays them on the touch panel 262. The screen control unit 288 overlays the UI (User Interface) used for game operation and displaying game information, such as icons, buttons, status displays, menu screens, and maps of the game space, onto the viewing area.
[0042] (Game overview and control processing provided by information processing system S) The game provided by the information processing system S according to this embodiment is a game in which the user controls a player character to progress through the main story episodes by clearing various quests and events within a virtual field (game space) in which natural objects such as mountains, fields, rivers, and the sea, as well as artificial objects such as various buildings, are constructed. The following description will explain, as an example, how the configuration according to this embodiment can be applied to the above-mentioned game.
[0043] When running the game for the first time, the user installs a dedicated game application on the user terminal 200 and registers their information with the server 100 (for example, registering information such as user ID and player name used in the game). After the application is launched, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. The screen control unit 288 receives the instruction from the game control unit 286, generates the corresponding image, and displays it.
[0044] Figure 4 shows the state where the portal stage PS is displayed on the touch panel 262.
[0045] The screen control unit 288 receives instructions from the game control unit 286 and displays the portal stage PS on the touch panel 262. As shown in Figure 4, the portal stage PS displays various icons 10, 20, 30, and 40 along with the virtual pad VP and the player character P controlled by the player. The portal stage PS is constructed in the game space as a village that serves as the player's base, and acts as a portal-like stage that serves as the starting point at the beginning of the game as well as at the end of quests, etc. (it functions as a so-called out-game). In addition, there are facilities such as weapon shops, item shops, and training grounds (not shown), as well as NPCs, and the player can use these facilities and converse with NPCs (Non-Player Characters) by controlling the player character P.
[0046] In this embodiment, the game can be broadly divided into two parts: Part 1 (out-game) and Part 2 (in-game). Part 1, the out-game, is the part other than Part 2 (in-game). Part 1 (out-game) mainly refers to the part in which the player prepares to start Part 2 (in-game) and gathers information related to quests in advance. On the other hand, the second part of the game, the in-game portion, is the part in which the player plays to achieve a set objective. This second part (in-game) ends when a predetermined termination condition is met. The predetermined termination condition is set as the condition for ending the in-game, and specifically includes fulfilling the clear conditions (achievement conditions) set for quests, missions, events, episodes, etc. within the in-game, as well as fulfilling stop conditions such as the death of the player character (including incapacitation in battle, etc.) or the player choosing to retire. This second part (in-game) is the part in which the game progresses as the player plays quests, missions, events, episodes, etc. and achieves the set objective (clear conditions), and it refers to the core part of the game. Generally, players complete quests, etc., by treating the first and second parts, or in other words, the out-game and in-game, as one set.
[0047] The virtual pad VP comprises a roughly circular operating area V1 displayed on the left side of the touch panel 262, and indicators V2 to V5 displayed in the top, bottom, left, and right directions within area V1. The operation control unit 284 is capable of detecting the coordinates the player is touching within the operating area V1. The operation control unit 284 calculates the player's direction of operation based on the detected coordinates and the origin O. The game control unit 286 controls the movement of the player character P in accordance with the direction of operation calculated by the operation control unit 284.
[0048] Icon 10 is an icon for quests. The game control unit 286 controls the display of the quest screen 50 as shown in Figure 5 in response to a tap operation on icon 10. It controls the display of a quest window 52 that displays "Select Quest" and a quest window 54 that displays "Select All Quests".
[0049] The game control unit 286 controls the display of the quest selection screen 56 as shown in Figure 6 when the quest window 52 is tapped. The game control unit 286 also controls the display of the combined quest selection screen 58 as shown in Figure 7 when the quest window 54 is tapped. These quest selection screens 56 and combined quest selection screen 58 will be described later.
[0050] Quests are not strictly necessary to progress through the main story, but they allow players to acquire useful equipment and materials, and unlock sub-stories involving the player character P, their companions, and other NPCs. It is also possible to make completing certain quests a requirement for progressing through the main story (episodes).
[0051] The episodes form the main storyline of this game, progressing in stages, for example, from Chapter 1 to Chapter 10. Players can play the corresponding quest or episode by selecting (tapping) the desired quest or episode from the list on the quest screen. Quests and episodes function as in-game content.
[0052] Icon 20 is an icon for exploration. The game control unit 286 controls the display of an exploration screen (not shown) in response to a tap on icon 20. The exploration screen displays the currently playable exploration area.
[0053] In exploration mode, players can freely explore areas (regions on a virtual field) provided for quests and episodes, gathering materials and experience points. Additionally, areas playable only through exploration (such as shrines and temples) and enemy monsters that only appear during exploration (such as rare monsters and rare bosses) can be included to provide material items and reward items that can only be obtained through exploration.
[0054] Icon 30 is an icon for training. The game control unit 286 controls the display of a training screen (not shown) in response to a tap on icon 30. The training screen displays the Petomon currently befriended. From the training screen, players can select training or breeding to train their Petomon to strengthen their parameters, or breed Petomon together to create new Petomon.
[0055] Icon 40 is an icon for the party. The game control unit 286 controls the display of a party screen (not shown) in response to a tap operation on icon 40.
[0056] Next, we will explain the quest selection screen 56 and the combined quest selection screen 58 using Figures 6 and 7.
[0057] The quest selection screen 56 displays quests in a list format, as shown in Figure 6. Players can start quests through this quest selection screen 56.
[0058] The quest selection screen 56 displays the name section 60, the reward section 62, and the level section 64.
[0059] The quest selection screen 56 displays the first quest display section 66, the second quest display section 68, the third quest display section 70, and the corresponding quest start section 72.
[0060] The first quest display section 66 shows the number as "No.1", the quest name as "Diamond City", the reward types as "〇", "☆", and "EXP", and the recommended level as "10". "〇" and "☆" represent the type of reward, and "EXP" represents experience points. The recommended level is an indicator of the level at which the player character can successfully complete the quest.
[0061] The player can see from the first quest display section 66 that clearing the quest "Diamond City" will reward them with "〇" and "☆" and 10 EXP, and that the appropriate level to clear this quest is 10. Note that the quest selection screen 56 displays the type of reward, but does not specify the quantity. However, it is possible to display the quantity. The second quest display section 68 and the third quest display section 70 are the same as the first quest display section 66, so their explanation is omitted here.
[0062] The player compares the first quest display section 66, the second quest display section 68, and the third quest display section 70, and if there is a quest they wish to play, they can start the quest by tapping the corresponding quest start section 72.
[0063] The processing of this embodiment via the quest selection screen 56 will now be described. For example, on the quest selection screen 56, when the player taps the first quest display section 66 (selection process), an EF (Enhanced Function) is displayed, such as the color of the first quest display section 66 changing to indicate that it has been selected (selected state). In this selected state, when the player taps the quest start section 72 of the first quest display section 66, the in-game quest "Diamond City" begins (start process). When the completion conditions for the quest "Diamond City" (for example, "defeat the boss enemy in the final stage and recover the diamonds") are met, the quest ends, the player moves to the out-of-game state, and the results screen (reward acquisition screen) is displayed, etc. It is configured to return to the portal stage PS.
[0064] As shown in Figure 7, the Batch Quest Selection Screen 58 displays quests in a list format, similar to the Quest Selection Screen 56. Also, like the Quest Selection Screen 56, players can start quests through this Batch Quest Selection Screen 58. However, the Batch Quest Selection Screen 58 has different functions than the Quest Selection Screen 56. These different functions are explained below.
[0065] As shown in Figure 7, the quest selection screen 58 displays the repeat count display section 74, the maximum acquisition amount display section 76, and the order display section 78.
[0066] The repeat count display unit 74 shows how many times the quest will be repeated, and this can be set via the increase / decrease operation unit 80. Alternatively, by operating the special setting button 82 without using the increase / decrease operation unit 80, the quest can be set to repeat until a material item of the player's choosing is obtained.
[0067] The MAX Acquisition Display Unit 76 displays the type of reward obtainable by clearing a quest and the maximum number of rewards that can be obtained. In this embodiment, the number of rewards is determined randomly by a predetermined lottery, but the MAX Acquisition Display Unit 76 makes it possible to recognize the maximum number that can be obtained. In this embodiment, the number of rewards obtained is determined by lottery, but the type of reward that can be obtained may also be determined by lottery.
[0068] The order display unit 78 shows the order in which each quest will be started. Players can specify the order in which quests are played by entering their desired order. Additionally, the random setting button 84 can be used to specify a random order.
[0069] As shown in Figure 7, the batch quest selection screen 58 displays a selection section 86 and a batch quest start button 88.
[0070] The selection section 86 allows the player to select the quest they wish to start playing, and selection can be made by tapping the selection section 86 (second selection process). When a quest is selected, it is preferable to display a check mark over the selection section 86, as shown in Figure 7, to make it easier for the player to understand. Furthermore, the selection made in the selection section 86 determines whether the repeat count and order settings described above are applied.
[0071] The "Start All Quests" button 88 is used to start all quests that have a checkmark in the selection section 86 at once (second start process).
[0072] Players can select multiple quests at once (second selection process) and start them all at once (second start process) using the quest selection screen 58. Furthermore, the manner in which quests begin can be finely configured.
[0073] In this embodiment, the batch quest selection screen 58 is available by default from the quest screen 50, but it may be possible to make the batch quest selection screen 58 available only when certain conditions are met (for example, during a specific campaign, triggered by payment, etc.). Alternatively, even if the batch quest selection screen 58 itself is available by default, specific conditions may be required to unlock each setting element (such as the number of repetitions or the order) that can be set on the batch quest selection screen 58.
[0074] The processing of this embodiment via the quest selection screen 58 will be described below. For example, on the batch quest selection screen 58, if you tap the first quest display section 66 and the second quest display section 68, an EF (Effective Function) will be displayed indicating that the first quest display section 66 and the second quest display section 68 have been selected, with the colors of the first quest display section 66 and the second quest display section 68 changing (selected state). In this selected state, you can operate the repeat count display section 74 (the repeat count for the first quest display section 66 is 1, and the repeat count for the second quest display section 68 is 3) and set the order (the order for the first quest display section 66 is 2, and the order for the second quest display section 68 is 1). If you tap the batch quest start button 88 in this state, the quests will start as in-game. Here, the quests will start in the order of "Ruby Mountain" followed by "Diamond City". Also, since "Ruby Mountain" has a repeat count of 3, this combined quest will proceed as follows: Quest 1: "Ruby Mountain" → Quest 2: "Ruby Mountain" → Quest 3: "Ruby Mountain" → Quest 4: "Diamond City".
[0075] Here, when multiple quests are started at once via the quest selection screen 58, special processing is performed to prevent the game from going out between quests. In other words, in this example, as a special processing, between the first and second quests, the second and third quests, and the third and fourth quests, the game does not go back to the portal stage PS and the result screen (reward acquisition screen) indicating an out game is displayed, but instead the player starts the next remaining quest. Then, when the completion conditions for the fourth quest, "Diamond City" (for example, "defeat the boss enemy in the final stage and recover the diamonds") are met, the quests end all at once, the game goes out, and the player is returned to the portal stage PS after the result screen (reward acquisition screen) which combines the results of quests 1 to 4 is displayed.
[0076] In this embodiment, the results are displayed as a combined total, but they may also be displayed individually. Furthermore, if the display of the results screen is not treated as an out-of-game event, only the results screen may be displayed at the end of each quest.
[0077] This configuration significantly improves player convenience, eliminating the need to return to the portal stage (PS) and select the quest again after each quest, especially when players need to complete multiple quests to obtain desired material items (so-called "repetitive play"). This, in turn, increases players' motivation to collect materials, thereby boosting their overall enjoyment of the game.
[0078] Next, the processing flow in this embodiment will be explained with reference to Figure 8. Here, we will mainly explain the processing related to the batch quest setting described above, and will omit explanations of other processes.
[0079] First, the game control unit 286 determines whether or not a quest has been selected on the quest screen 50 (step S1).
[0080] If it is determined that multiple quests have been set at once (Y in step S1), then it is determined whether or not the order has been entered (step S2).
[0081] If it is determined that no quests have been set together (N in step S1), the selected quests are set (step S6) and the process is exited.
[0082] If it is determined that an order has been entered (Y in step S2), the process of setting the order is performed (step S3).
[0083] If it is determined that no order has been set (N in step S2), the process proceeds to step S6.
[0084] Next, the game control unit 286 determines whether or not the number of repeats has been input (step S4).
[0085] If it is determined that the number of repeats has been entered (Y in step S4), the number of repeats is set (step S5), the selected quest, the set order, and the set number of repeats are set, and the process is exited.
[0086] If it is determined that the number of repeats has not been entered (N in step S4), the selected quest and its order are set (step S6) and the process is exited.
[0087] Next, the processing flow in this embodiment will be explained with reference to Figure 9. Here, we will mainly explain the processing related to the batch quest setting described above, and will omit explanations of other processes.
[0088] First, the game control unit 286 performs a start process (step S10) to begin the quest.
[0089] Next, the game control unit 286 determines whether or not the quest completion conditions have been met (step S11).
[0090] If it is determined that the quest completion conditions have been met (Y in step S11), the completion process is performed (step S12).
[0091] If it is determined that the quest completion conditions have not been met (N in step S11), the process in step S11 is repeated.
[0092] Next, the game control unit 286 determines whether or not there are any remaining quests (step S13).
[0093] If it is determined that there are remaining quests (Y in step S13), special processing is performed (step S14).
[0094] If it is determined that there are no remaining quests (N in step S13), the transition process is performed (step S15).
[0095] (modified version) The following describes some modified examples of this embodiment. In the above embodiment, it is assumed that all quests started in a batch quest are played and completed by the player, but this is not limited to this. For example, by paying, it may be possible to receive rewards equivalent to those obtained by completing some or all of the quests. Also, in the case of paying, the number of rewards obtained may be set to the maximum number.
[0096] Additionally, the system could include a quest setting that allows players to specify the type and quantity of items they want. In this case, the system could determine the next quest based on the rewards obtained in previously completed quests. For example, if a player prioritizes item X and item ☆ as their second choice, and quests to obtain item X are scheduled for the first and second attempts, followed by a quest to obtain item ☆ as the third attempt, if item X is obtained in the first attempt, the second attempt could be skipped, and the third attempt could be the quest to obtain item ☆. Furthermore, the system could be configured to end all quests at once once a predetermined quantity of items has been obtained. It would be preferable to notify the player when the specified items have been obtained and ask them whether they wish to continue, as this would further improve player convenience.
[0097] Additionally, it may be possible to allow players to switch between manual and automatic (auto) gameplay for quests in a batch quest. Furthermore, if automatic gameplay is selected, the amount of rewards received or the rank may be reduced.
[0098] Furthermore, while the above embodiment describes an application example where so-called quests can be executed together, it is not limited to this. For example, it may be applied to rhythm games (so-called music games) where points are added by performing tap operations at the right time when objects flowing in time with the music overlap with a reference position, or where sound effects and voices are generated as if playing (singing) a part of the music. Specifically, after selecting multiple songs to be played at once on the selection screen and then performing the start operation, the selected songs are executed in a predetermined order, continuously without having to go through the selection screen each time.
[0099] Furthermore, this technology can be applied not only to rhythm games, but also to dance games and exercise games where the player performs actions in sync with the movements of characters displayed on the screen. Specifically, the system is configured so that when the player selects multiple desired performances at once on a selection screen and then starts the game, the selected performances are executed in a predetermined order, without having to go through the selection screen each time.
[0100] Furthermore, this technology can be applied not only to games, but also to, for example, karaoke. Specifically, by selecting multiple songs to be sung at once on the selection screen and then performing the start of singing, the selected songs may be played consecutively in a predetermined order without having to go through the selection screen each time.
[0101] Furthermore, while the above embodiment cited in-game items as an example of "reward," the application is not limited to this. For example, "calories burned," which are assumed to be consumed by the player through actions such as performing operations or singing, may be set as the reward. In particular, it is suitable for games where the player's operation frequency is higher than in normal games, such as the rhythm game described above, or for games that require the player to perform new actions, such as the dance game, exercise game, or karaoke, as this can provide a new level of enjoyment. In this case, the player can set a target calorie consumption on the selection screen, and the game (or song in the case of karaoke) may be played continuously until the set calorie consumption is achieved. In this case, the game (or song in the case of karaoke) played continuously may be arbitrarily set by the player, or it may be set randomly. In addition, when the set calorie consumption is achieved, an achievement notification (or an end notification if the game, etc., ends when the calorie consumption is achieved) may be displayed to notify the player of this fact.
[0102] In the above embodiment, an example was given in which termination processing is performed when the quest termination conditions are met, and then, if there are remaining quests, special processing is performed without performing transition processing. However, the timing of execution of special processing is not limited to this. For example, when the quest termination conditions are met, it may be determined whether or not there are remaining quests, and if it is determined that there are remaining quests, special processing may be performed without performing termination processing, or in parallel with it. Alternatively, special termination conditions separate from the quest termination conditions may be established, and special processing may be performed when these special termination conditions are met. Note that the special termination conditions may overlap with or partially overlap with the quest termination conditions.
[0103] Each process in the above embodiment and its modified form only needs to be executed on at least one of the server 100 and the user terminal, and the timing of execution and the device on which it is executed are not particularly limited. Furthermore, the functions of the server 100 may be provided entirely by a single server 100, or they may be distributed among multiple servers 100.
[0104] In the above embodiments and modifications, a smartphone was used as the user terminal 200, and the game could be run using a dedicated application installed on the user terminal 200. However, the type of user terminal 200 and the tools for running the game are not limited to these. For example, a personal computer may be used as the user terminal 200, or the game may be run using a general web browser.
[0105] In the above embodiments and modifications, various information input and selection processes were performed by operations such as tapping on the smartphone's touch panel 262. However, the methods of operation for performing these processes are not limited to those described above. For example, if a personal computer is used as the user terminal 200, the above processes may be performed by operations such as clicking, dragging, and dropping with a mouse.
[0106] The program for executing the processes in the above embodiments and modifications may be stored in a computer-readable storage medium and provided as such. Furthermore, the above embodiments, other forms and modifications may not be client-server type information processing systems S, but rather information processing devices that store the above program and can independently execute processes similar to those of the information processing system S, or they may be information processing methods that realize each function and the steps shown in the flowchart. [Explanation of Symbols]
[0107] S Information Processing System 50 Quest Screen 56 Quest Selection Screen 58 Batch Quest Selection Screen 100 servers 200 user terminals 286 Game Control Unit
Claims
1. A selection process that selects the second part based on the user's selection in the first part, A start process to initiate the second part selected by the aforementioned selection operation, In the second part that has been started, an termination process is performed to terminate the second part when a predetermined termination condition is met, which is achieved by the user manipulating a player object that the user can manipulate in the second part; A computer is used as a control means capable of performing a transition process that moves to the first part when the second part is completed. The selection process includes a first selection process that allows only one second part to be selected, and a second selection process that allows multiple second parts to be selected. The start process includes a first start process that starts the second part selected according to the first selection process, and a second start process that starts a plurality of second parts selected according to the second selection process in a predetermined order. The control means is a program that, when one second part started by the second start process has finished, executes the start process for another second part selected by the second selection process without executing the transition process for that first second part.
2. The program according to claim 1, wherein the control means determines the predetermined order based on the order in which the user performed the selection operations.
3. The program according to claim 1 or 2, wherein the control means is capable of performing a third selection process that extracts and selects a second part according to conditions set by the user.
4. A selection means that performs a selection process to select the second part in response to the user's selection operation in the first part, A starting means that performs a starting process to start the second part selected by the selection operation, Termination means that performs termination processing to terminate the second part when a predetermined termination condition is met, which is achieved by the user operating a player object that the user can operate in the second part that has been started, The system includes a transition means that performs a transition process to move to the first part when the second part is completed, The selection process includes a first selection process that allows only one second part to be selected, and a second selection process that allows multiple second parts to be selected. The start process includes a first start process that starts the second part selected according to the first selection process, and a second start process that starts a plurality of second parts selected according to the second selection process in a predetermined order. An information processing system that, when one second part started by the second start process has finished, executes the start process for another second part selected by the second selection process without executing the transition process for that first second part.
Citation Information
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