Program, information processing method, and information processing system
The system integrates practice modes within the normal game environment, allowing seamless transitions and providing assistance features to enhance player practice and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-04-03
AI Technical Summary
Existing game environments for practice and normal play are completely separated, requiring players to transition between them, which hinders immediate practice and the ability to experience the difference in operation feeling between training and actual game spaces.
A system that manages multiple game modes within a single virtual space, allowing seamless transitions and providing assistance features like auxiliary displays and in-game effects to enhance player practice and enjoyment.
Enables players to practice efficiently and enjoy the game more by integrating practice modes within the normal game environment, offering immediate practice opportunities and enhanced operational feedback.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a program, an information processing method, and an information processing system.
Background Art
[0002] In recent games and the like, different game environments for practice may be provided. For example, Patent Document 1 discloses a technique related to a game environment different from a normal game environment called a training mode (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 prior art including the above-mentioned Patent Document 1, the game environment for practice and the normal game environment are completely separated. For example, operations such as moving from the menu screen to the virtual space set for the training mode are required. Therefore, there are problems such that even if a player wants to practice, they cannot practice immediately, or they cannot practice the difference in the operation feeling between the virtual space prepared for practice and the virtual space in the actual game.
[0005] The present disclosure has been made in view of such a situation, and provides a technique for assisting a player in enjoying the game more.
[0006] To achieve the above object, a first aspect of the present disclosure is a computer that executes game processing related to a virtual space A first management means for managing a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management means for managing a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management means for managing a third game mode that can be played when the character is in the normal area of the virtual space and a predetermined input operation is performed by the player, This is a program that makes it function as such.
[0007] In addition, in the first aspect, the third management means may manage the third game mode, which includes at least some of the settings that can be implemented in the second game mode.
[0008] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including settings for presenting images that assist in the operation of the character.
[0009] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including a setting to display an image containing the history of the action performed by the character when the character performs an action.
[0010] In addition, in the first aspect, the second or third management means may manage the second or third game mode, including a setting that presents an image including a method for performing a plurality of input operations that may be recommended to the character.
[0011] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including a setting to display an image that includes the total value of the damage that the actions performed by the character can inflict.
[0012] In addition, in the first aspect, the second or third management means may manage the second or third game mode, which includes settings that do not impose a predetermined negative effect on the character in combat.
[0013] Furthermore, in the first aspect, the negative effect may include any of the following: the character does not become incapacitated in battle, the character does not take damage, or the character does not consume stamina.
[0014] Furthermore, in the first aspect, the negative effect may include the character not consuming the game medium.
[0015] In addition, in the first aspect, the second management means or the third management means may manage the second game mode or the third game mode, including settings that enable the character to perform a predetermined action or grant a predetermined in-game effect, regardless of whether each of the conditions is met, if such conditions are set for the character to perform a predetermined action or for which a predetermined in-game effect is granted.
[0016] Furthermore, in the first aspect, the program may also function as a transition means that automatically transitions from the first game mode to the third game mode when the character starts combat, and automatically transitions from the third game mode to the first game mode when the character ends combat.
[0017] Furthermore, the second aspect of this disclosure is, An information processing method performed by a computer that processes games in a virtual space, A first management step for managing a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management step for managing a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management step for managing a third game mode that can be played when the character exists in the normal area of the virtual space and a predetermined input operation is performed by the player; It is an information processing method including.
[0018] Also, a third aspect of the present disclosure is An information processing system that executes game processing related to a virtual space, A first management means for managing a first game mode that can be played when the character of the game exists in a normal area other than a predetermined area of the virtual space; A second management means for managing a second game mode that can be played when the character exists in a predetermined area of the virtual space; A third management means for managing a third game mode that can be played when the character exists in the normal area of the virtual space and a predetermined input operation is performed by the player; An information processing system comprising.
[0019] The information processing method and information processing system according to an aspect of the present disclosure are also provided as an information processing method or information processing system corresponding to a program according to an aspect of the present disclosure.
Effects of the Invention
[0020] According to the present disclosure, a technique for assisting a player in enjoying the game more can be provided.
Brief Description of the Drawings
[0021] [Figure 1] It is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] It is a diagram showing an example of the hardware configuration of a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 3] It is a diagram showing an example of the functional configuration of a game device and a server constituting an information processing system according to an embodiment of the present disclosure. [Figure 4]This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure. [Figure 5] This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure, and is a different example from the example in Figure 4. [Figure 6] This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure, and is a different example from the examples in Figures 4 and 5. [Figure 7] This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure, and is a different example from the examples in Figures 4 to 6. [Figure 8] This figure shows the state transitions related to changing the game mode in an information processing system according to one embodiment of the present disclosure. [Modes for carrying out the invention]
[0022] [Embodiment] First, before describing embodiments of the present invention, we will briefly describe the games to which the information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applicable. The games to which this system applies (hereinafter referred to as "the game") include, for example, RPGs (Role-Playing Games) and action RPGs. In the game, players can freely control their character in a virtual space, strengthen their character by repeatedly engaging in battles with enemy characters, and progress through the game. Players then experience various content set within the game and ultimately aim to clear the game.
[0023] Here, we will explain an example of a distinctive game environment (hereinafter referred to as "game mode") in this game. (1) Game Mode 1 The first game mode is the standard game environment in this game, set for playing in a normal virtual space (hereinafter referred to as "normal space"). In the first game mode, unlike the game modes described later (especially the second game mode), assistance in combat with enemy characters is kept to a minimum, so the player will, in principle, progress through the game using only their own abilities. An example of the game images presented to the player in the first game mode will be described later, referring to Figure 4 and other figures. (2) Second game mode In contrast, the second game mode is a game mode specifically designed for player practice. In the second game mode, the character moves to a specially configured virtual space (hereinafter referred to as the "training space"), providing a special game environment set up for player practice. In this embodiment, the character's movement to the training space is performed, for example, by normal character movement operations. Specifically, for example, the second game mode provides the following special game environment: (a) Physical strength decrease Health is one of the parameters that affects the outcome of a game, and is set for each character. In the normal game environment, if a character's health falls below a predetermined threshold due to combat with enemy characters, they become unable to perform certain actions, such as combat (hereinafter referred to as "incapacitated state"). In the second game mode, for example, this decrease in health does not occur regardless of the outcome of combat. (b) Consumable items This game allows players to progress by utilizing various game elements (hereinafter referred to as "items"). In the normal game environment, it is important to use various items to overcome difficult situations and progress through the game. In the second game mode, for example, items used for practice are not consumed. (c) Various auxiliary displays In this game, players can perform various actions and techniques by inputting different commands, thereby gaining an advantage in battles against enemy characters. Therefore, it is important for players to memorize the input commands required to control their characters according to the game situation and to perform the intended input commands accurately. In the second game mode, various auxiliary indicators are displayed on the game screen to help players practice these input commands. (d) Activation conditions for techniques, etc. In this game, there are sometimes prerequisites for characters to perform actions and techniques (for example, their health must be 20% or less in order to perform special move A). In the second game mode, even when such prerequisites are set, the player can make the character perform actions and techniques freely by performing the prescribed input operations. (e) Others In the second game mode, various game environments may be provided to assist other players in their practice. An example of a game image presented to a player in the second game mode will be described later, with reference to Figure 5 and other figures. However, as mentioned above, the second game mode of this game can only be played in a specially configured virtual space, and characters need to move to this dedicated virtual space in order to play the second game mode. (3) Third game mode The third game mode is a different game mode from the second game mode, which assists the player in practicing. While the character exists in the normal virtual space (the state when playing the first game mode), the player can play the third game mode by performing predetermined input operations. In the third game mode, only a portion of the game environment set in the second game mode is provided. Specifically in this embodiment, in the third game mode of this game, only the auxiliary displays for the player to perform input operations from the game environment of the second game mode are displayed. An example of the game images presented to the player in the third game mode will be described later with reference to Figures 6 and 7, etc.
[0024] Figure 1 shows an example of the configuration of this system. As shown in Figure 1, this system consists of a game device 1 and a server 2. The game device 1 and the server 2 are interconnected via a predetermined network N, such as the Internet. However, the network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. Hereafter, when simply referred to as "image," it includes both "moving images" and "still images."
[0025] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the progress of this game.
[0026] Server 2 is managed by the system administrator, etc. Server 2 is composed of a general-purpose PC or similar device. It communicates with game device 1 and other devices, and performs tasks such as saving and managing various information necessary for the progress of the game.
[0027] Figure 2 shows an example of the hardware configuration of the game device within this system.
[0028] As shown in Figure 2, the game device 1 comprises a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.
[0029] The control unit 11 is composed of a microcomputer including a CPU, GPU, and semiconductor memory. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.
[0030] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.
[0031] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.
[0032] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.
[0033] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.
[0034] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.
[0035] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.
[0036] Here, the hardware configuration of Server 2 can be basically the same as that of Game Device 1, so we will omit the explanation.
[0037] Figure 3 shows an example of the functional configuration of the game device in Figure 2 and the server in Figure 1. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation receiving means 62, a first management means 64, a second management means 66, a third management means 68, and an output control means 70 by executing various programs.
[0038] The game processing execution means 60 of the game device 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 2 as appropriate.
[0039] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.
[0040] The first management means 64 manages a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space. That is, the first management means 64 executes various game processes necessary for the player to play the first game mode.
[0041] The second management means 66 manages a second game mode that can be played when a character is in a predetermined area of the virtual space. That is, the second management means 66 executes various game processes necessary for the player to play the second game mode.
[0042] The third management means 68 manages a third game mode that can be played when a character is in the normal area of the virtual space and a predetermined input operation is performed by the player. In other words, the third management means 68 executes various game processes necessary for the player to play the third game mode. Here, the third management means 68 is provided with a setting management means 80 and an image switching means 82. The setting management means 80 accepts and manages the settings of the game environment in the third game mode managed by the third management means 68, in response to input operations by the player or instructions from an administrator such as this system. As mentioned above, the auxiliary display for player input operations, which is part of the game environment in the second game mode, is also set in the third game mode. The image switching means 82, when there are multiple game images that can be presented to the player in the third game mode, executes a process to switch the game image presented to the player in response to the player's input. Specifically, in the first to third game modes, which will be described later with reference to Figures 4 to 7, the image switching means 82 executes a process to switch between the candidate game images presented to the player in response to the player's input when multiple candidate game images to be presented to the player are set. In other words, the image switching means 82 can change the game image presented to the player in each game mode in response to the player's input.
[0043] The output control means 70 executes control to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.
[0044] As shown in Figure 3, the control unit 100 of server 2 executes various programs, thereby enabling the game information management means 120 to function.
[0045] The game information management means 120 of server 2 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 120 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.
[0046] Figures 4 to 7 are all diagrams showing examples of images displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure.
[0047] First, we will explain the game images in the first and second game modes, referring to Figures 4 and 5. Figure 4 shows an example of a game image typically presented to the player in the first game mode of this game. Specifically, in the example in Figure 4, the display area R1, the player's controlled character C1, and the enemy character B1 are displayed. As an example of the display area R1 in Figure 4, the character's name (in the example in Figure 4, "Character XX") and the character's health gauge (in the example in Figure 4, about 30% remains) are displayed. In the first game mode, the game can be progressed by fighting enemy characters while referring only to the information shown in Figure 4.
[0048] In contrast, Figure 5 shows an example of a game image typically presented to the player in the second game mode of this game. Specifically, in the example in Figure 5, display areas T1 to T5, the player's controlled character C2, and the enemy character B2 are displayed. Display area T1 shows the type of weapon currently equipped by character C2. In the example in Figure 5, the "Tachi" (long sword), one of the weapons available in the game, is shown as an example. Display area T2 shows examples of moves (actions) that character C2 can perform in its normal state. By performing the specified input operations, the player can make character C2 perform each of these moves (actions). Display area T3 shows an example of a recommended combo for character C2. Here, a combo is a combination or sequence of moves set in the game, and by activating multiple moves (actions) in the correct order and with good timing, it can produce a more powerful effect than a normal move (action). Display area T4 shows the history of the move (action) that character C2 is currently performing, as well as an example of the history of the move (action) that character C2 performed immediately before. In the example in Figure 5, the history of the move (action) that was performed immediately before is displayed in the upper part of display area T4, and the history of the move (action) that is currently being performed is displayed in the lower part of display area T4. Display area T5 shows examples such as the total amount of negative effects (damage) inflicted by character C2 within a certain time period, and the number of hits from the techniques (actions) performed. Thus, in the second game mode, players can enjoy the game while practicing efficiently by receiving various in-game assistance. In this embodiment, for example, a character can move to the training space by moving to a predetermined area that is set to be continuous with the normal space.
[0049] Figure 6 shows a typical game screenshot of the transition from the first game mode to the third game mode in this game. Specifically, in the example in Figure 6, an item called "Show Training Guide" is displayed as one of the menu items. While playing the first game mode, the player can transition from the first game mode to the third game mode by selecting this "Show Training Guide" item at any time through input.
[0050] Figure 7 shows an example of a game image typically presented to the player in the third game mode of this game. Specifically, in the example in Figure 7, display areas G1 to G2, the player's controllable character C4, and the enemy character B4 are displayed. Display area G1 shows the character's name (in the example in Figure 4, it's "Character XX"), the character's health gauge (in the example in Figure 7, it's about 60% remaining), and other information, similar to the example in Figure 4. Display area G2 shows an example of a technique (action) that character C4 can perform under normal circumstances, similar to the example of display area T2 in Figure 5. In other words, in the third game mode shown in Figure 7, the player can play the game in a situation similar to the first game mode, while receiving certain in-game assistance to help the game progress.
[0051] Figure 8 is a diagram showing the state transitions related to changing the game mode in an information processing system according to one embodiment of the present disclosure. Here, in Figure 8, each state is indicated by a reference numeral including M, and a transition to each state is performed when predetermined conditions are met.
[0052] In this embodiment, the first game mode M1 is the most basic state in the game. In the first game mode M1, the state transitions to the second game mode M2 when the character moves from the normal space to the training space. Conversely, in the second game mode M2, the state transitions back to the first game mode M1 when the character moves again from the training space to the normal space.
[0053] Furthermore, in the first game mode M1, the state transitions to the third game mode M3 when the player performs a predetermined input operation (for example, the input operation shown in Figure 6). In contrast, in the third game mode M3, performing a predetermined input operation (for example, "selecting the menu to stop displaying the training guide") will transition the state back to the first game mode M1.
[0054] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.
[0055] [Other embodiments] Furthermore, while an example of the second game mode of the system has been described in the above-described embodiment, this is merely illustrative and not limiting. The second game mode of the system may employ and provide to the player any game environment for the player's practice.
[0056] Furthermore, although the above-described embodiment explained that the third game mode of the system displays only the auxiliary displays for player input operations from the game environment of the second game mode, it is not limited to this. The third game mode of the system may adopt any other game environment from the game environment of the second game mode and provide it to the player. Furthermore, the third game mode of this system may adopt and provide players with any game environment for practice that is not included in the second game mode.
[0057] Furthermore, while the above-described embodiments (particularly the embodiment in Figure 4) show an example of a game image presented to the player in the first game mode, this is merely an example and not limiting. The system may, for example, include in the game image presented to the player in the first game mode various parameter information of the character, terrain information of the virtual space (so-called map information), information of approaching enemy characters, character movement guides (auxiliary displays for input operations), chat information, information about items being used (for example, information about so-called shortcut keys and the number of remaining bullets for weapons, etc.).
[0058] Furthermore, although the above-described embodiment assumes that a character moves to the training space through normal character movement operations, it is not limited to this. The system may also include a function that allows a character to move to the training space by performing a predetermined input operation from a menu screen or the like.
[0059] Furthermore, in the above-described embodiment, the system was shown as providing an example in the second game mode where the health gauge does not decrease as part of the game environment, but this is merely an example and not limiting. The system may, for example, provide the following game environment in the second or third game mode. (1) This system may adopt a specification that allows for a decrease in the character's health gauge but prevents them from becoming incapacitated in battle. (2) The system may employ a specification that prevents any other parameter of the character from decreasing. Specifically, for example, the system may employ a specification that prevents any parameter that restricts the character's continuous actions (hereinafter referred to as "stamina") from decreasing. Stamina will decrease due to the character's actions, and when it falls below a predetermined threshold, the character will become unable to act. In summary, this system may, for example, grant characters effects that prevent them from suffering certain negative consequences in combat.
[0060] Furthermore, although not described in the above embodiments, the system may also have a function that allows for automatic transitions from the first game mode to the third game mode and from the third game mode to the first game mode. Specifically, the system may have a function that automatically transitions from the first game mode to the third game mode when a character battle begins, and automatically transitions from the third game mode to the first game mode when a character battle ends.
[0061] Furthermore, in the above-described embodiment, the system was explained as being able to perform actions and techniques through player input even when preconditions are set as settings for the second game mode, but it is not limited to this. This system may, for example, grant a predetermined in-game effect in the second game mode even if the prerequisites are not met, if a technique or effect is set in the game that grants a predetermined in-game effect under certain conditions.
[0062] Furthermore, although not described in the above embodiment, the system may have the following settings as a second game mode or a third game mode. (1) This system may have a setting in the second or third game mode that allows players to freely use weapons, items, characters, skills, etc., even if they do not possess them. (2) The system may have a setting that allows the player to make any enemy character appear in the second game mode or the third game mode. (3) The system may have a setting in the second or third game mode that allows the player to freely control the actions of enemy characters (e.g., stopping, attacking, etc.). (4) The system may have a setting that allows it to evaluate whether the player was able to perform input operations in accordance with the content of various auxiliary displays (for example, inputting a recommended combo) in the second game mode or the third game mode.
[0063] Furthermore, although not described in the embodiments described above, this game may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.
[0064] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.
[0065] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.
[0066] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.
[0067] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.
[0068] Furthermore, the computer may be one that is built into dedicated hardware. Also, the computer may be one that can perform various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.
[0069] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.
[0070] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.
[0071] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.
[0072] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.
[0073] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. A computer that performs game processing in a virtual space, A first management means (for example, a first management means 64) manages a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management means (for example, a second management means 66) manages a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management means (for example, a third management means 68) manages a third game mode that can be played when the character exists in the normal area of the virtual space and a predetermined input operation is performed by the player, Any program that functions as such will suffice.
[0074] In other words, the first control means 64 functions as the first control means. The second control means 66 functions as a second control means. The third control means 68 functions as a third control means.
[0075] This allows players to practice efficiently while having fun, and to enjoy the game more. [Explanation of Symbols]
[0076] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 First control measure 66 Second control measure 68 Third control measure 80 Configuration management means 82 Image switching means 70 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods
Claims
1. A computer that performs game processing in a virtual space, A first management means for managing a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management means for managing a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management means for managing a third game mode that can be played when the character exists in the normal area of the virtual space and a predetermined input operation is performed by the player, In the second game mode or the third game mode, an evaluation means for evaluating the content of the input operation performed by the player, To make it function as, The second management means executes a plurality of game processes related to assisting the gameplay in the second game mode, The third management means, in the third game mode, executes at least some of the game processes performed by the second management means that assist in playing the game. The second or third management means manages the second or third game mode, including a setting that allows the in-game effect of a skill to be granted regardless of whether the prerequisite conditions are met, if the character has a skill to which an in-game effect is granted under those conditions. program.
2. The second management means or the third management means manages the second game mode or the third game mode, including a setting to present an auxiliary image that assists in the operation of the character. The program according to claim 1.
3. The evaluation means evaluates whether or not an input operation corresponding to the content of the auxiliary image was performed. The program according to claim 2.
4. The second management means or the third management means manages the second game mode or the third game mode, including a setting to display an image containing the history of the actions or actions performed by the character when the character performs an action or action. The program according to claim 1.
5. The second or third management means manages the second or third game mode, including a setting that presents an image including a method for performing a plurality of input operations that may be recommended to the character. The program according to claim 1.
6. The second or third management means manages the second or third game mode, including a setting to display an image containing the total value of damage that can be dealt by actions or techniques performed by the character. The program according to claim 1.
7. The second or third management means manages the second or third game mode, including a setting that does not cause a predetermined negative effect on the character in combat. The program according to claim 1.
8. The aforementioned negative effects include, but are not, the character not becoming incapacitated, the character not taking damage, or the character not consuming stamina. The program according to claim 7.
9. The aforementioned negative effects include the character not consuming the game medium, The program according to claim 7.
10. The system further functions as a transition means that automatically transitions from the first game mode to the third game mode when the character starts combat, and automatically transitions from the third game mode to the first game mode when the character ends combat. The program according to claim 1.
11. An information processing method performed by a computer that processes games in a virtual space, A first management step for managing a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management step for managing a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management step for managing a third game mode that can be played when the character is in the normal area of the virtual space and a predetermined input operation is performed by the player, An evaluation step in which the content of the input operation by the player is evaluated in the second game mode or the third game mode, Includes, The second management step performs a plurality of game processes related to assisting the gameplay in the second game mode, The third management step, in the third game mode, executes game processing related to assisting the gameplay of at least some of the multiple game processing performed in the second management step, The second management step or the third management step manages the second game mode or the third game mode, including a setting that allows the in-game effect of a skill to be granted regardless of whether the prerequisite conditions are met, if the character has a skill to which an in-game effect is granted under those conditions. Information processing methods.
12. An information processing system that performs game processing in a virtual space, A first management means for managing a first game mode that can be played when the game character is in a normal area other than a predetermined area of the virtual space, A second management means for managing a second game mode that can be played when the character is in a predetermined area of the virtual space, A third management means for managing a third game mode that can be played when the character exists in the normal area of the virtual space and a predetermined input operation is performed by the player, In the second game mode or the third game mode, an evaluation means for evaluating the content of the input operation performed by the player, Equipped with, The second management means executes a plurality of game processes related to assisting the gameplay in the second game mode, The third management means, in the third game mode, executes at least some of the game processes performed by the second management means that assist in playing the game. The second or third management means manages the second or third game mode, including a setting that allows the in-game effect of a skill to be granted regardless of whether the prerequisite conditions are met, if the character has a skill to which an in-game effect is granted under those conditions. Information processing system.
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