Program, screen display method, information processing system, and information processing device.
The program and system provide a reward confirmation feature on the game progress screen, addressing the challenge of unclear rewards in character-cultivating games by allowing players to see potential rewards, thereby enhancing gameplay convenience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2025-02-13
- Publication Date
- 2026-04-15
AI Technical Summary
Players in character-cultivating games struggle to understand how to choose options that yield desired rewards during events due to lack of clear reward information, leading to poor gameplay experience.
A program and system that displays a reward confirmation section on the game progress screen, showing potential rewards for each selection option based on event table data, allowing players to make informed choices.
Enhances gameplay convenience by enabling players to check rewards before selection, improving decision-making and overall gaming experience.
Smart Images

Figure 0007846806000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a screen display method, an information processing system, and an information processing apparatus.
Background Art
[0002] In recent years, the spread of electronic devices such as smartphones has been rapidly progressing, and many games executed on electronic devices have been released. Among such games, games for cultivating characters are known.
[0003] Various parameters are set for the characters, and the level of the parameters is one of the personalities of the characters. By playing the game, the player can obtain rewards for changing the parameters. As such games, for example, the technologies disclosed in Patent Documents 1 and 2 are known.
[0004] Patent Document 1 discloses a technique in which, in a scenario display area, in addition to the conversations displayed by the user on the sequential display screen, all conversations (excluding some of the options) in the conversation scene are listed as a scenario in the scenario display area.
[0005] Patent Document 2 discloses a technique for executing a game related to cultivation by determining options related to cultivation based on player operations in each turn and executing command processing based on the options, changing parameters associated with the cultivation game medium, and advancing the turn to the next turn.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0007] The game features a large number of characters and a vast number of events. Therefore, even when players are presented with options that allow them to earn rewards during events, it was difficult for them to understand how to choose the right options to obtain the desired rewards at that particular moment.
[0008] In the technology disclosed in Patent Document 1, the options selected by the player, or the automatically selected options, are displayed in the dialogue display area. However, even using the technology disclosed in Patent Document 1, the player did not know what rewards they would receive by selecting certain options while playing the game until they actually made a selection.
[0009] The technology disclosed in Patent Document 2 allows the system to transition to a training command selection screen when a training command option is selected, and to change the parameters corresponding to the training command buttons. The player can display the training command selection screen and select parameters individually. However, in games where character parameters are changed by selecting options in conversation, using the technology disclosed in Patent Document 2 would require individual parameter adjustments, resulting in poor gameplay.
[0010] This invention was made in view of the above circumstances, and aims to allow players to see the rewards they can obtain by selecting options displayed during gameplay. [Means for solving the problem]
[0011] The program according to the present invention includes a procedure for controlling the progress of the game based on instructions input via an input unit, ordered information, choice information, and reward information contained in an event table, and a plurality of selection units corresponding to the choice information referenced from the event table. and the selection section does not display information about the rewards that can be obtained in the game by selecting the selection section.The computer is instructed to perform the following steps: a procedure to display a game progress screen including a reward confirmation section, and a procedure to display a reward display screen that includes information about the rewards that can be obtained in the game, determined based on the reward information, for each selection section when an instruction to select the reward confirmation section is input, based on the reward information referenced from the event table. [Effects of the Invention]
[0012] According to the present invention, the player can check the reward for each selection before selecting a selection, thereby improving convenience. The above program is one aspect of the present invention, and a screen display method, information processing system, and information processing device that reflect one aspect of the present invention are configured in the same manner as the above program. Other issues, configurations, and effects not mentioned above will be clarified by the following description of the embodiments. [Brief explanation of the drawing]
[0013] [Figure 1] This is an overall configuration diagram showing an overview of a game system according to one embodiment of the present invention. [Figure 2] This is a block diagram showing an example of the hardware configuration of a game system according to one embodiment of the present invention. [Figure 3] This is a block diagram showing an example of the functional configuration of a game system according to one embodiment of the present invention. [Figure 4] This figure shows an example of the configuration of an event table related to one embodiment of the present invention. [Figure 5] This figure shows an example of a game progress screen display according to one embodiment of the present invention. [Figure 6] This figure shows an example of a scene where a selection button related to one embodiment of the present invention is selected and the transition occurs. [Figure 7] This figure shows an example of a first display format for compensation related to an embodiment of the present invention. [Figure 8] This figure shows an example of a second display format for compensation display according to one embodiment of the present invention. [Figure 9] This is a diagram showing an example of a third display form of reward display according to an embodiment of the present invention. [Figure 10] This is a diagram showing an example of a fourth display form of reward display according to an embodiment of the present invention. [Figure 11] This is a flowchart showing an example of option display processing according to an embodiment of the present invention. [Figure 12] This is a flowchart showing an example of option reward display processing according to an embodiment of the present invention. [Figure 13] This is a diagram showing an example of the display of a reward display screen according to a modified example of an embodiment of the present invention.
Embodiments for Carrying Out the Invention
[0014] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.
[0015] <Definition of Terms> First, definitions of terms commonly used in this specification will be described. The terms described below are used in the game to which the present invention is applied.
[0016] (Game) First, the game will be described. A game is a play in which various information processing terminals execute a game program to obtain a predetermined effect. The game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining a plurality of data. Usually, a game can be advanced by a player, who is a natural person, performing various operations. However, it is also possible to automatically advance the game by the player giving a predetermined instruction.
[0017] (Game Medium) In games, various elements are assigned an identification ID. Elements that are assigned an identification ID and managed by that ID are called "game media." Game media are often used in the game's internal processing. Therefore, unlike objects displayed on the screen, game media are not dependent on whether or not they are displayed on the screen.
[0018] For example, game media could include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, and elements drawn in lottery games. Additionally, game media could include items that have one or more of the following uses or effects: for example, items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) certain parameters, items that provide compensation by consuming game media, and items that are part of the player's team composition and exert effects within the game.
[0019] (object) In games, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed on the screen as objects. Here, objects can be broadly divided into 2D images and 3D images. 2D image objects are images composed of 2D computer graphics, such as illustrations in the game medium (characters, items, etc.) and user interface images (buttons, virtual pads, etc.). Similarly, 3D image objects are images composed of 3D computer graphics, such as characters, items, and backgrounds.
[0020] (attribute) Attributes are data used to classify game media and are part of the data commonly assigned to multiple game media or multiple objects. For example, attributes may be data used to distinguish a character or to determine the rarity of an item. Attributes are often displayed on the screen during gameplay. However, attributes may also be used only in the internal processing of a program and may not be displayed on the screen.
[0021] (currency) In games, a currency is used to exchange items and other assets. This currency consists of real-world currency (paid currency) and parameters used only within the game. Real-world currency includes, for example, cash, electronic money, and in-game currency purchased for real money. Parameters used only within the game include in-game currency provided free of charge. Furthermore, in-game currency also includes, for example, the free currency consumed in the lottery process described later. Note that points and other items used in games are sometimes used interchangeably with currency.
[0022] (Reward) Players can earn rewards by playing the game. Rewards can be broadly divided into those that are assigned to the player ID used to identify the player and those that are not assigned to the player ID. Rewards assigned to the player ID include items, which are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress through the game. Other possible rewards include unlocking playable quests, making character skills or abilities available, and making music videos available for viewing. Rewards not assigned to the player ID include, for example, displaying reward images or videos, and the occurrence of game-specific events.
[0023] (Lottery process) In games, a lottery process is sometimes used to award rewards to players. This lottery process probabilistically determines the outcome using software-generated random numbers. With software-generated random numbers, the same value is generated if the seed value is the same. In the lottery process, the result may also be determined by using a pre-created pseudo-random number sequence instead of software-generated random numbers. Lottery processes can be broadly divided into processes that determine rewards through a lottery after consuming a predetermined price (so-called gacha processes) and other processes.
[0024] The process of determining rewards through a lottery after consuming a predetermined price includes non-restoreable lotteries (processes where the probability of winning is constant or fluctuates) and restoreable lotteries (processes where the number of items, etc., is announced in advance, and the desired item can be obtained by repeating the lottery). Other processes include the lottery process for game rewards, the matchmaking process in games where characters fight each other, the calculation process for damage dealt when an attack is performed, and the process of determining the actions of NPCs (Non-Player Characters: characters not controlled by the player).
[0025] (Game effect) In games, there are effects (called "game effects") that are associated with the game medium or objects. Examples of game effects include character skills, abilities, and special abilities. Game effects have some kind of influence on the progress of the game, and are defined by an arbitrary combination of activation conditions, target of application, and effect amount.
[0026] [One embodiment] <Example of the overall game system configuration> First, an example configuration of a game system according to one embodiment of the present invention will be described. This game system is composed of a game server that distributes games and an information processing terminal. The games distributed by the game server include programs and data related to the game.
[0027] <Overview of the game system> Figure 1 is an overall configuration diagram showing an overview of a game system 10 according to one embodiment. The game system 10 comprises a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and PC 2B can connect to the game server 1 via a network N such as the internet. In the following description, the smartphone 2A and PC 2B will be collectively referred to as the information processing terminal 2. For example, a dedicated game terminal may be used as the information processing terminal 2.
[0028] Game Server 1 is an example of a first information processing device that constitutes the game system 10. Game Server 1 manages the game program and data, and distributes the game program and data to the information processing terminal 2 based on data acquisition requests from the authenticated information processing terminal 2.
[0029] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display format of text, images, etc., displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).
[0030] Smartphone 2A uses a touch panel display device in which the input device 26 and output device 27 are integrated. Smartphone 2A may also be a tablet device. In PC2B, the input device 26 and output device 27 are separate units. Alternatively, PC2B may be a desktop PC, with the input device 26 and output device 27 connected separately to the desktop PC.
[0031] Information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. Information processing terminal 2 can store data, including the program that forms the basis of the game downloaded from the game server 1, in the storage device 22 shown in Figure 2, which will be described later.
[0032] Furthermore, the information processing terminal 2 can also read data, including the program that forms the basis of the game, from memory, optical discs, etc. The information processing terminal 2 then executes the program read from the storage device 22 to represent the game. In addition, when the processing results of the game processed by the game server 1 are delivered to the information processing terminal 2, the information processing terminal 2 can, for example, display the processing results using an internet browser or allow the player to advance the game.
[0033] The information processing terminal 2 selects a program based on the operation signals input from the input device 26 in response to the player's actions, and outputs a video signal to the output device 27 that matches the screen of the output device 27. The output device 27 displays the video based on the video signal. The operation signals input from the input device 26 are, for example, signals corresponding to the controller's operation sticks and operation buttons. The player can input instructions and control characters through the input device 26.
[0034] The information processing terminal 2 stores the game data downloaded from the game server 1 in the storage device 22 shown in Figure 2, which will be described later. The information processing terminal 2 also performs processes such as reading the game data from the storage device 22 and executing the program, drawing the screen according to the operation signals input from the input device 26, and displaying the screen using the output device 27. For example, in response to operations performed by the player through the input device 26, the information processing terminal 2 displays a screen with various scenes, including characters, on the output device 27.
[0035] The input device 26 provides various commands for the character, such as responding to dialogue spoken by the character, giving instructions to the character, and selecting options. Another example of an operation performed by the input device 26 is a tap operation, such as touching the screen of the output device 27 with a finger or pen. The character and scene displayed on the output device 27 change depending on the operation performed by the input device 26.
[0036] <Example of game system hardware configuration> Next, an example of the hardware configuration of a game system 10 according to one embodiment will be described. Figure 2 is a block diagram showing an example of the hardware configuration of game system 10.
[0037] (Example of game server configuration) Game Server 1 is an example of a computer that operates as a computer capable of executing various programs. This Game Server 1 comprises a processing unit 11, a storage device 12, and a network interface 14, each connected to a bus 13.
[0038] The processing unit 11 is composed of at least one of the following: a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing unit 11 reads the program code of the software that implements each function according to this embodiment from the storage device 12, loads it into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing unit 11 performs, for example, calculations for a game or processing necessary to draw objects on the screen of the information processing terminal 2.
[0039] The storage device 12 is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory). ROM can be an optical disc, magneto-optical disc, DVD (Digital Versatile Disc)-ROM, CD-ROM, Blu-ray® disc, etc. RAM can be SRAM (Static Random Access Memory), DRAM (Dynamic Random Access Memory), etc. Variables and parameters generated during the processing of the processing unit 11 are temporarily written to the storage device 12, and these variables and parameters are read out by the processing unit 11 as needed.
[0040] Furthermore, the storage device 12 is composed of at least one of the following: an HDD (Hard Disk Drive), an SSD (Solid State Drive), and flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and programs necessary for the game server 1 to function. As described above, the storage device 12 stores programs and data necessary for the operation of the processing unit 11, and is used as an example of a computer-readable, non-transient storage medium that stores programs executed by the game server 1.
[0041] For example, a NIC (Network Interface Card) can be used for the network interface 14. The network interface 14 can send and receive various types of data to and from the information processing terminal 2 via the network N through a dedicated line connected to the terminals of the NIC.
[0042] (Example of an information processing terminal configuration) Information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. This information processing terminal 2 includes a processing unit 21, a storage device 22, and a network interface 24, each connected to a bus 23.
[0043] The processing unit 21 is composed of at least one of the following: a CPU, MPU, GPU, and FPGA. The processing unit 21 reads the program code of the software that implements each function according to this embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing unit 21 performs, for example, calculation processing for games and processing necessary to draw objects on the screen of the information processing terminal 2. The processing unit 21 also performs processing such as the OS processing of the information processing terminal 2 and the management of data input and output performed in each part of the information processing terminal 2. Furthermore, when the processing unit 21 handles information related to games, it can also output audio signals, actuator operation signals, etc., in addition to image signals, to the output device 27 via the input / output interface 25.
[0044] The storage device 22 is composed of, for example, ROM and RAM. ROM can be an optical disc, magneto-optical disc, DVD-ROM, CD-ROM, Blu-ray® disc, etc. RAM can be SRAM, DRAM, etc. Variables and parameters generated during the processing of the processing device 21 are temporarily written to the storage device 22, and these variables and parameters are read out by the processing device 21 as needed. The processing device 11 also performs the necessary processing to draw, for example, two-dimensional or three-dimensional objects that constitute a character or background on the screen of the output device 27.
[0045] Furthermore, the storage device 22 is composed of at least one of the following: an HDD, an SSD, and flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, as well as programs for operating the information processing terminal 2, game programs, etc. As described above, the storage device 22 stores programs and data necessary for the operation of the processing unit 21, and is used as an example of a computer-readable, non-transient storage medium that stores programs executed by the information processing terminal 2.
[0046] For example, a network interface (NIC) can be used for the network interface 24. The network interface 24 can send and receive various types of data to and from the game server 1, and communicate with other information processing terminals 2, via a dedicated line connected to the terminals of the NIC and through the network N.
[0047] The input / output interface 25 converts the operation signals received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. The input / output interface 25 also converts the data of the screen drawn by the processing device 21 into a video signal and outputs it to the output device 27.
[0048] The input device 26 is a device that receives input instructions or various types of information from the player. An example of the input device 26 is a pointing device that can input coordinate information of a position specified by the player. This pointing device could be a mouse, a touch panel, etc. A touch panel device is configured by combining the input device 26 and the output device 27. Alternatively, the input device 26 could be a game controller, keyboard, microphone, GPS (Global Positioning System) device, or various types of sensors. Examples of various sensors include acceleration sensors (six-axis sensors, gyroscopes, etc.), optical sensors (cameras, etc.), pressure sensors (pressure-sensitive touch sensors, etc.), and barometric pressure sensors.
[0049] The output device 27 is a device that outputs information processed by the processing device 21. Examples of output devices 27 include display devices (display devices, touch panels, etc.), sound devices (speakers, headphones, etc.), and actuators (vibration devices, haptic feedback, etc.). When the output device 27 is a display device, images based on video signals received from the input / output interface 25 are displayed on the display device. When the output device 27 is a sound device, sounds such as background music (BGM), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.
[0050] <Example of game system function configuration> Next, an example of the functional configuration of the game system 10 will be explained with reference to Figure 3. Figure 3 is a block diagram showing an example of the functional configuration of the game system 10. In Figure 3, the communication network N is omitted from the description.
[0051] (Example of game server functional configuration) Game server 1 comprises a communication unit 31, a game progress control unit 32, and a storage unit 33.
[0052] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, it outputs a data acquisition request to the game progress control unit 32, and the game progress control unit 32 transmits the processed game data to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing unit 11 and network interface 14 shown in Figure 2.
[0053] The game progress control unit 32 selects and reads game data to be used by the information processing terminal 2 from the storage unit 33 based on a data acquisition request input from the communication unit 31. Then, the game progress control unit 32 outputs the read game data to the communication unit 31. The game according to this embodiment is a character-raising game.
[0054] Furthermore, the game progress control unit 32 can also output the processing result data to the communication unit 31 after processing based on the read game data. The functions of the game progress control unit 32 are realized by the processing unit 11 and storage device 12 shown in Figure 2.
[0055] The memory unit 33 stores game data. The functions of the memory unit 33 are realized by the storage device 12 shown in Figure 2. The memory unit 33 also stores data of the players who play the game. The player data is used for player authentication processing, etc.
[0056] (Example of information processing terminal function configuration) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input receiving unit 43, a game progress control unit 44, a display control unit 45, a drawing unit 46, an image output unit 47, an output unit 48, and a storage unit 49.
[0057] The communication unit 41 sends data acquisition requests to the game server 1, including data requested by the game being played by the player. The communication unit 41 then writes the game data distributed from the game server 1 to the storage unit 49. The functions of the communication unit 41 are realized by the processing unit 21 and network interface 24 shown in Figure 2.
[0058] The input unit 42 outputs an operation signal to the input receiving unit 43 based on the operation input by the player. The operation input by the player includes, for example, tapping the screen of the input device 26, or specifying a particular icon on the screen using the input device 26. The player can input instructions to select an option displayed on the output unit 48, or to display each screen, by tapping or clicking. The functions of the input unit 42 are realized by the input device 26 shown in Figure 2. In the following description, operations performed on the input unit 42 are assumed to be taps. Click operations can be interpreted as simply tap operations.
[0059] The input receiving unit 43 receives operation signals from the input unit 42. These operation signals include, for example, instructions from the input unit 42 to select an option or instructions to display a screen. The functions of the input receiving unit 43 are realized by the input / output interface 25 shown in Figure 2.
[0060] The game progress control unit 44 controls the game's progress based on instructions input via the input unit 42 and ordered information. Therefore, the game progress control unit 44 controls game scene transitions, sound output, effects, etc., based on operation signals received by the input reception unit 43. The ordered information is information read by the game progress control unit 44 and used to advance the game. The event timeline, dialogue order, character actions, etc., are displayed and change according to the ordered information.
[0061] Furthermore, the game progress control unit 44 can determine or change the reward based on the character's parameters before the game progress screen W1 shown in Figure 6, which will be described later, is started. The game progress control unit 44 can also determine or change the reward based on the parameters of multiple game media (e.g., characters) that support the character controlled by the player. The reward includes at least one of the following: parameter change information that changes the character's parameters, skill information regarding skills that the character can acquire, and flag information regarding flags that control the progress of the game. The reward also includes effects that change the character's parameters (parameter up or parameter down) and skills that the character acquires. Based on the flag information, the game progress control unit 44 can change the rewards that the character can acquire by displaying other game progress screens W1.
[0062] The display control unit 45 controls the output unit 48 to display a game progress screen W1, which includes a plurality of selection buttons b1 (an example of the first selection unit), selection button b2 (an example of the second selection unit), and a selection reward button b11 (an example of the reward confirmation unit), as shown in Figure 6, which will be described later. For this reason, the display control unit 45 displays the selection reward button b11 on the game progress screen W1 if at least one of the rewards associated with selection button b1 and the reward associated with selection button b2 exists. The rewards are used for character development.
[0063] When the display control unit 45 receives an instruction to select the selection reward button b11, it controls the output unit 48 to display a reward display screen W2 (see Figure 7, described later) containing information about the rewards that can be obtained in the game by selecting each selection unit.
[0064] The drawing unit 46 draws an image to be displayed on the output unit 48 based on the operation signal received by the input receiving unit 43. The drawn image may include, for example, text, a player character operated by the player, or a two-dimensional or three-dimensional image of an object containing other characters.
[0065] The image output unit 47 outputs the image drawn by the drawing unit 46 to the output unit 48. For example, the images of each screen shown in Figures 6 to 11, which will be described later, are output to the output unit 48. The functions of the image output unit 47 are realized by the input / output interface 25 shown in Figure 2.
[0066] The output unit 48 displays the image output by the image output unit 47. The functions of the output unit 48 are realized by the output device 27 shown in Figure 2. Although the control by the display control unit 45 to display the game progress screen W1 on the output unit 48 is performed through processing by the drawing unit 46 and the image output unit 47, this explanation assumes that the display control unit 45 displays the game progress screen W1 and the reward display screen W2 on the output unit 48.
[0067] The memory unit 49 stores game data received by the communication unit 41 from the game server 1. The function of the memory unit 49 is realized by the storage device 22 shown in Figure 2.
[0068] <Example of Event Table Configuration> Next, we will describe an example of the structure of event table T1, which defines the correspondence between characters, events, choices, rewards, and flag information. Figure 4 shows an example of the configuration of event table T1. Event table T1 is stored in the memory unit 49 of the information processing terminal 2. The numbers (1) to (4) attached to the right of event table T1 correspond to the display format described later. Event table T1 is also stored in the memory unit 33 of the game server 1.
[0069] Event table T1 contains the following items: character ID, event ID, text ID, motion ID, choice ID, reward ID, branching flag, and termination flag. The Character ID field stores the character ID used to identify the character. The Event ID field stores an Event ID used to identify an event that is progressing in the game. The Text ID field stores a Text ID used to identify the text displayed on the screen during an event. The Motion ID field stores a Motion ID that identifies a unique motion for each event. Motions include, for example, the movement of a 3D model associated with a character ID, or the content of a visual effect display.
[0070] The Choice ID field stores the Choice ID used to identify a choice in an event that includes choices. The Choice ID corresponds to the ordered information that should be displayed, such as text and motion. In some cases, parts of the already associated text and motion may also be identified based on the Choice ID. Furthermore, a single event may contain multiple choices. The reward ID field stores the option ID, which identifies the reward associated with each option. While typically one reward is associated with a single option, multiple rewards may be associated with each option.
[0071] The branching flag item is flag information that determines which reward a character can obtain when multiple rewards are associated with a single choice, and the game progress is controlled by the game progress control unit 44 based on this flag information. The memory unit 49, which is accessed by the program, has a flag area, for example, identified as "10001". This flag area can be accessed by the display control unit 45 not only when an event for one character is displayed, but also when events for multiple characters are displayed. When a specific value is written to this "10001" flag area, the branching flag is turned ON. In the example in Figure 4, the "10001" flag area is associated with choices 1-2-3. The display control unit 45 may be configured to select one reward by lottery when a choice with the branching flag turned ON is selected. Alternatively, a mini-game may be displayed, and one reward may be selected from multiple rewards based on the player's performance in the mini-game.
[0072] The termination flag item is flag information set to allow the player to terminate the display of events that may be displayed consecutively, and the game progress is controlled by the game progress control unit 44 based on this flag information. The memory unit 49, which is accessed by the program, has a flag area specified as, for example, "10002". This flag area can be accessed by the display control unit 45 not only when an event for one character is displayed, but also when events for multiple characters are displayed. When a specific value is written to this "10002" flag area, the termination flag is turned ON. In the example in Figure 4, the "10002" flag area is associated with option 1-4-2. When the player selects option 1-4-2, the display control unit 45 turns ON the termination flag and removes options 1-4-2 and beyond from the selection process so that no further events occur. By setting the termination flag, it becomes possible to control the display so that if one of two options is selected, multiple events are displayed, but if the other option is selected, the multiple events are not displayed to the end and the display is terminated midway. This is useful when a player wants to display other events, even if it means interrupting a displayed event and missing out on rewards.
[0073] <Example of screen display> Next, examples of how each screen is displayed will be explained with reference to Figures 5 to 10. Here, it is assumed that each screen is displayed on the output unit 48 of the information processing terminal 2.
[0074] Figure 5 shows an example of the display of the game progress screen W1. The game progress screen W1 is displayed on the output device 27. The game progress screen W1 displays content based on ordered information, which includes at least one of the following: text, images, character animations, and character motions.
[0075] The game progress screen W1 includes a remaining turn display section W1a, an objective display section W1b, a health display section W1c, a motivation display section W1d, an event name display section W1e, a visual effect display section W1f, a choice display section W1g, and a dialogue display section W1h.
[0076] The remaining turns display section W1a, the objective display section W1b, the stamina display section W1c, the motivation display section W1d, and the event name display section W1e are configured as a character development information display section that displays information related to character development. The remaining turns display section W1a shows the number of turns remaining that the player can control the character. If the character has not reached objective 1 when the remaining turns reach 0, the character's training ends. The target display unit W1b shows targets that indicate how far the character should grow. For example, a target might be the character winning a race.
[0077] The health display section W1c shows the character's health as a health gauge. The character's health decreases as the game progresses and needs to be restored at appropriate times. The motivation indicator W1d displays the character's motivation level (normal, excellent, etc.). The higher the motivation, the greater the character's training effect. The event name display section W1e shows the name of the event in which the character is participating.
[0078] The display unit W1f shows animations of 3D character models, as well as backgrounds and other elements. In Figure 5, for the sake of simplicity, the character that can earn rewards is referred to as Character A.
[0079] The selection display section W1g displays selection buttons b1 and b2 for the player to select an option, and a selection reward button b11 for displaying the reward for each option. The multiple selection sections displayed in the selection display section W1g include at least selection button b1 (an example of the first selection section) and selection button b2 (an example of the second selection section). Figure 7 shows the display format when selection buttons b1 and b2 and the selection reward button b11 are selected.
[0080] The dialogue display section W1h displays the characters' dialogue as text. The aforementioned choice display section W1g is displayed when the dialogue displayed in the dialogue display section W1h requires a choice of answer. Note that in Figure 5, since this is a scene where choices are displayed, the characters and background displayed in the presentation display section W1f, and the dialogue displayed in the dialogue display section W1h, etc., are grayed out.
[0081] Figure 6 shows an example of a scene where option buttons b1 and b2 are selected and the transition occurs.
[0082] (1) Game progress screen W1 In the game progress screen W1 shown on the left side of Figure 6, the symbols are omitted in areas where they are not necessary for explaining the choices. Also, the thick arrows in the figure indicate the screen transition destination when the player presses each button. If the player selects choice button b1, the player transitions to the first scene, and if they select choice button b2, the player transitions to the second scene.
[0083] (2) Each game progress screen after scene transition W1 In Figure 6, the upper part of the game progress screen W1 shown on the right side is an example of the game progress screen W1 displaying the first scene, and the lower part is an example of the game progress screen W1 displaying the second scene.
[0084] Depending on the choice buttons b1 and b2 selected by the player, the scene changes, and the dialogue displayed in the dialogue display area W1h also changes. Additionally, the rewards that characters can obtain also change depending on the choice buttons b1 and b2 selected by the player. In each game progression screen W1 after a scene transition, the grayed-out areas for characters, backgrounds, and dialogue displayed in the dialogue display area W1h are removed, making it easier for the player to see all the information.
[0085] When the display control unit 45 receives an instruction to select option button b1, it displays the first scene (upper right in Figure 6) corresponding to option button b1. The reward corresponding to option 1 is identified by reward 1-1-1 in Figure 4, and becomes available for character A to acquire. In the first scene, the text identified by the text ID corresponding to the transitioned first scene and the motion identified by the motion ID are displayed in the event table T1 in Figure 4. When the transition to the first scene occurs, the game progress control unit 44 gives the character the reward associated with option button b1.
[0086] Meanwhile, when the display control unit 45 receives an instruction to select option button b2, it displays the second scene (bottom right of Figure 6) corresponding to option button b2. The reward corresponding to option 2 is identified by reward 1-1-2 in Figure 4, and becomes available for character A to acquire. In the second scene, the event table T1 in Figure 4 displays text identified by the text ID corresponding to the transitioned second scene and motion identified by the motion ID. Upon transitioning to the second scene, the game progress control unit 44 gives the character the reward associated with option button b2.
[0087] Figure 7 shows an example of the first display mode for reward display. Here, the screen transition when the selection reward button b11 is pressed is shown. In the first display mode for reward display, the data associated with event 1-1 shown in Figure 4 is read out.
[0088] (1) Game progress screen W1 The game progress screen W1 shown on the left side of Figure 7 is the same as the one shown in Figure 5. When the player selects the reward button b11, the reward display screen W2 shown in the middle of Figure 7 is displayed. Note that if there is no reward for each choice, the reward button b11 will not be displayed.
[0089] (2)Reward display screen W2 The reward display screen W2 comprises a first reward display section W2a and a second reward display section W2b, and is displayed overlaid on the game progress screen W1 to display a list of rewards for multiple choices. The first reward display section W2a displays the reward corresponding to choice 1 and the skill button b21. The reward corresponding to choice 1 can be identified by reward 1-1-1 in Figure 4. The second reward display section W2b displays the reward corresponding to choice 2. The reward corresponding to choice 2 can be identified by reward 1-1-2 in Figure 4.
[0090] Skill button b21 is displayed when the reward includes a skill that the character can acquire. For example, if reward 1-1-1 in Figure 4 is associated with a skill ID not shown, skill button b21 will be displayed. The reward display screen W2 will close when the player presses the close button at the bottom of the reward display screen W2, or anywhere other than the reward display screen W2.
[0091] (3) Skill details display screen W3 The Skill Details Display Screen W3, equipped with a Skill Details Display Section W3a, is displayed overlaid on the Reward Display Screen W2 to show detailed information about skills. The Skill Details Display Section W3a displays skill information related to skills that the character can acquire (for example, Skill 1: Increases Speed). When the player selects an option associated with a skill, the hint level of the skill associated with that option increases. The hint level is an indicator used for the character to acquire skills. As the hint level increases, the amount of resources (for example, skill points) required for the character to acquire the skill decreases. This allows the character to acquire skills with fewer resources. In some cases, the character may acquire the skill associated with an option directly. The Skill Details Display Screen W3 closes when the player presses the close button at the bottom of the Skill Details Display Screen W3, or anywhere other than the Skill Details Display Screen W3.
[0092] Figure 8 shows an example of the second display format for rewards. In the first display format for rewards, the player is shown branches that result in different rewards depending on the choice made. In the second display format for rewards, data associated with events 1-2 shown in Figure 4 is read out.
[0093] (1) Game progress screen W1 The game progress screen W1 shown on the left side of Figure 8 displays three selection buttons b1 to b3 and one selection reward button b11. When the selection reward button b11 is selected, the reward display screen W21 shown on the right side of Figure 8 is displayed.
[0094] (2) Reward display screen W21 The reward display screen W21, shown on the right side of Figure 8, is displayed overlaid on the game progress screen W1 and displays rewards for multiple choices. The reward display screen W21 comprises a first reward display section W21a, a second reward display section W21b, and a third reward display section W21c. The first reward display section W21a displays the reward corresponding to choice 1. The reward corresponding to choice 1 can be identified by reward 1-2-1 in Figure 4. The second reward display section W21b displays the reward corresponding to choice 2. The reward corresponding to choice 2 can be identified by reward 1-2-2 in Figure 4.
[0095] Option 3 allows the player to receive either Branch 1 or Branch 2 rewards based on a result determined by a certain probability when selected. Therefore, the display control unit 45 displays different rewards on the reward display screen W2 when different rewards are given to the character according to predetermined additional conditions set for at least one of the multiple option buttons b1 to b3 (for example, option button b3).
[0096] For example, the third reward display unit W21c displays the reward for each branch corresponding to option 3. The reward corresponding to option 3 can be identified by reward 1-2-3-1 or reward 1-2-3-2 in Figure 4. Also, since the branch flag is ON, it can be seen that a branch is taken to obtain a reward in option 3. In Figure 8, the probability of winning each branch is not displayed, but the probability of winning each branch may be displayed. Furthermore, if the reward changes depending on the result of the mini-game, the result of the mini-game and the reward that the character can obtain may be displayed.
[0097] Figure 9 shows an example of the third reward display format. The third reward display format shows an example of a display when there are multiple options. In the third reward display format, data associated with events 1-3 shown in Figure 4 is read out.
[0098] (1) Game progress screen W1 The game progress screen W1 shown on the left side of Figure 9 displays six selection buttons b1 to b6 and one selection reward button b11. Here, the selections can also be characters. For this reason, the names of the characters that the player can select are displayed on each of the selection buttons b1 to b6. When the selection reward button b11 is selected, the reward display screen W22 shown on the right side of Figure 9 is displayed.
[0099] (2) Reward display screen W22 The reward display screen W22 shown on the right side of Figure 9 is equipped with a reward display unit W22a and is displayed overlaid on the game progress screen W1 to display rewards for multiple choices. The reward display screen W22 displays rewards corresponding to choices 1-3-1 to 1-3-6. The rewards corresponding to choices 1-3-1 to 1-3-6 can be identified by the rewards 1-3-1 to 1-3-6 in Figure 4.
[0100] In the game progress screen W1 shown in Figure 9, there are many choices, so it is not possible to display all the rewards for each choice on the screen. Therefore, the display control unit 45 displays the rewards for each of the many choices on the reward display unit W22a by scrolling. The player can check the rewards for each choice by touching and moving the reward display unit W22a up and down.
[0101] Figure 10 shows an example of the fourth display format for reward displays. The fourth display format for reward displays shows an example of a message display that, when a certain option is selected, a completion process is performed to terminate a series of consecutive events. In the fourth display format for reward displays, the data associated with events 1-4 shown in Figure 4 is read out.
[0102] (1) Game progress screen W1 The game progress screen W1 shown on the left side of Figure 10 displays two selection buttons b1 and b2, and one selection reward button b11. When the selection reward button b11 is selected, the reward display screen W23 shown on the right side of Figure 10 is displayed.
[0103] (2)Reward display screen W23 The reward display screen W23 shown on the right side of Figure 10 comprises a first reward display unit W23a and a second reward display unit W23b, and is displayed overlaid on the game progress screen W1 to display rewards for multiple choices.
[0104] The first reward display unit W23a displays the reward associated with reward 1-4-1, which corresponds to option 1-4-1 in Figure 4, as the reward for option 1. The second reward display unit W23b displays the reward associated with reward 1-4-2, which corresponds to option 1-4-2 in Figure 4, as the reward for option 2. The display control unit 45 controls the display of other game progress screens W1 based on the flag information contained in reward 1-4-2. This flag information is that the termination flag in Figure 4 is turned ON. For example, if the termination flag is ON, the display control unit 45 will not display the event that follows event 1-4 (for example, event 1-5, not shown). Therefore, option 2 displays a termination message that says, "The series of events is complete." When the player selects option 1-4-2, the display control unit 45 turns ON the termination flag, and the termination of the series of events itself becomes a reward for the player.
[0105] This section explains the effect of terminating a series of events. For example, events may progress sequentially, such as Event 1-1, 1-2, and 1-3, with the player receiving a reward upon completion of the final event, 1-3. However, if the player wants to see another event, progressing through Events 1-1, 1-2, and 1-3 sequentially takes time. Therefore, the player needs to terminate the progress of Events 1-1, 1-2, and 1-3, and as shown in Figure 10, option 2 for terminating event progress is provided. When the player selects option 2, the display control unit 45 changes the termination flag to ON. As a result, the game progress control unit 44 can terminate the progress of Events 1-1, 1-2, and 1-3. However, when the termination flag is changed to ON, the game will not progress to the final event, 1-3, and the player will not receive the reward corresponding to Event 1-3. Therefore, the display control unit 45 displays a termination message as a reward to warn the player before they actually select option 2.
[0106] <Explanation of the process for displaying options> Next, the process of displaying the options will be explained with reference to Figures 11 and 12. Figure 11 is a flowchart showing an example of the process for displaying options.
[0107] First, the display control unit 45 identifies the character and event currently in progress based on the game information obtained from the game progress control unit 44 (S1). Next, the display control unit 45 refers to the event table T1 shown in Figure 4 and confirms the choice ID associated with the event ID (S2).
[0108] Next, the display control unit 45 determines whether or not there is a choice ID associated with the event ID (S3). If there is no choice ID associated with the event ID (NO in S3), then there are no choices for the event. Therefore, the display control unit 45 displays content corresponding to buttons other than the choice buttons on the game progress screen W1 (S9), and terminates this process.
[0109] On the other hand, if an option ID is associated with an event ID (YES in S3), the display control unit 45 displays multiple option buttons and an option reward button b11 on the game progress screen W1 (S4). Next, the display control unit 45 determines whether or not the option reward button b11 has been pressed by the player (S5). If the option reward button b11 has been pressed by the player (YES in S5), the display control unit 45 starts the option reward display process shown in Figure 12, which will be described later (S6).
[0110] On the other hand, if the selection reward button b11 has not been pressed by the player (NO in S5), the display control unit 45 determines whether or not the selection button has been pressed by the player (S7). If the selection button has been pressed (YES in S7), the display control unit 45 displays the scene transitioned to according to the selection button on the game progress screen W1, and the game progress control unit 44 allows the character to acquire the reward (S8), and then terminates this process.
[0111] On the other hand, if no selection button is pressed (NO in S7), the display control unit 45 displays content corresponding to any button other than the selection button on the game progress screen W1 (S9), and then terminates this process.
[0112] Figure 12 is a flowchart showing an example of the option reward display process in step S6 of Figure 11.
[0113] First, the display control unit 45 refers to the event table T1 shown in Figure 4 and checks the reward ID and flag associated with the event ID and choice ID (S11). Next, the display control unit 45 determines the reward for each choice (S12). The reward is determined in association with the reward ID in the event table T1 shown in Figure 4, but may be changed based on the character's parameters, or based on the parameters of multiple game media (e.g., characters) that support the character controlled by the player, or may be changed by a lottery process, etc. Next, the display control unit 45 determines whether or not there is a choice with a branch flag ON (S13).
[0114] If there are no options with the branching flag ON (NO in S13), the display control unit 45 determines whether there are any options with the termination flag ON (S14). If there are no options with the termination flag ON (NO in S14), the display control unit 45 displays the reward for each option as text on the reward display screen W2 (see Figure 7) (S15).
[0115] In step S13, if there is an option with the branching flag ON (YES in S13), the display control unit 45 determines whether or not there is an option with the termination flag ON (S16). If there is no option with the termination flag ON (NO in S16), the display control unit 45 displays the reward for each option and each branch as text on the reward display screen W21 (see Figure 8) (S15).
[0116] In step S14, if there is an option with the termination flag ON (YES in S14), the display control unit 45 displays a text message on the reward display screen W23 (see Figure 10) for that option indicating that the display of the event will be terminated if an option with the termination flag ON is selected (S18).
[0117] Furthermore, in step S16, if there is an option with the termination flag ON (YES in S16), the display control unit 45 displays the reward for each branch and a message indicating that the display of the event will be terminated if selected on the reward display screen W23 (see Figure 10) for each option (S18).
[0118] After any of steps S15, S17, or S18, the display control unit 45 determines whether the close button on each screen or the area outside the reward display screen has been pressed (S19). If neither the close button on each screen nor the area outside the reward display screen has been pressed (NO in S19), the display control unit 45 repeats the process in step S19 until some operation is performed. If the close button on each screen or the area outside the reward display screen is pressed (YES in S19), the display control unit 45 closes the reward display screen, returns to the game progress screen W1, and proceeds to step S7 in Figure 11.
[0119] In the program according to the embodiment described above, during an event of a breeding game, when the option buttons b1 and b2 are displayed on the game progress screen W1, an option reward button b11 for displaying the rewards that can be obtained by the player pressing the option buttons b1 and b2 is displayed. Before selecting the option buttons b1 and b2, the player can press the option reward button b11 to confirm the rewards for each option that the character can obtain before actually pressing the option. Therefore, according to the purpose of the player to breed the character, it is possible to select any of the option buttons b1 and b2 to obtain the desired reward at the time of play. Also, even for a player who has just started the game, after confirming the rewards associated with the options, the player can select the options, so it is possible to proceed with the game advantageously.
[0120] On the other hand, if the player does not press the option reward button b11, the rewards corresponding to each option are not displayed. Therefore, a player who wants to enjoy the game without seeing the rewards associated with the options as in the past does not press the option reward button b11. As a result, the rewards corresponding to each option are not displayed, so the interest in the game progress is not diminished.
[0121] Even when the rewards that can be obtained branch after the player presses the option buttons b1 and b2, the rewards for each branch are displayed on the reward display screen W21 that is displayed when the player presses the option reward button b11. Therefore, the player can confirm the rewards that can be obtained for each branch of the option.
[0122] Also, when there are many options and different rewards for each option, the rewards for each option are scrolled and displayed on the reward display screen W22. Therefore, the player can scroll the reward display screen W22 to confirm the rewards for each option.
[0123] Furthermore, if there is an option associated with ending a series of events, selecting this option will indicate on the reward display screen W23 that the series of events will be completed (ended). This makes it easier for players who do not wish to see the series of events to complete to see which option will end the series.
[0124] Furthermore, if there is no reward associated with a choice, the choice reward button b11 will not be displayed on the game progress screen W1. Therefore, players can know before selecting an option that they will not receive a reward for doing so.
[0125] [Modified example of one embodiment] In the embodiment described above, the player pressed the reward selection button b11 to display one of the reward display screens W2, W21-W23, confirmed the reward, returned to the original game progress screen W1, selected the selection buttons b1, b2, etc., and transitioned to the next scene. However, in order to simplify the player's operation, the modified form shown in Figure 13 is also possible.
[0126] Figure 13 shows an example of the display of the reward display screen W24 in a modified form. Here, we will explain the display example of the reward display screen W24 as a modified form of the reward display screen W2 shown in Figure 7, but the reward display screens W21 to W23 shown in Figures 8 to 10 can also display selection buttons b1, b2, etc. (1) Game progress screen The game progress screen W1 shown on the left side of Figure 13 is the same as the one shown in Figure 5. When the player selects the reward option button b11, the reward display screen W24 shown on the right side of Figure 13 is displayed.
[0127] (2) Reward display screen W24 The reward display screen W24 shown on the right side of Figure 10 comprises a first reward display section W24a and a second reward display section W24b, and is displayed overlaid on the game progress screen W1 to display rewards for multiple choices. The first reward display section W24a displays a choice button b31, the reward corresponding to choice 1, and a skill button b21. The reward corresponding to choice 1 can be identified by reward 1-1-1 in Figure 4. The second reward display section W24b displays a choice button b32 and the reward corresponding to choice 2. The reward corresponding to choice 2 can be identified by reward 1-1-2 in Figure 4.
[0128] When the player selects option button b31 (an example of the first selection section), the game transitions to the first scene shown in the upper right of Figure 6, on the game progress screen W1. On the other hand, when the player selects option button b32 (an example of the second selection section), the game transitions to the second scene shown in the lower right of Figure 6, on the game progress screen W1. In this way, the player can directly display either the first or second scene by selecting option button b31 or b32 displayed on the reward display screen W24, without having to press the back button.
[0129] In the above-described embodiment, the information processing terminal 2, which is the client side, primarily performs game processing in a server-client system. However, each functional unit of the game progress control unit 44 may be located in either the game server 1 or the information processing terminal 2. For this reason, the game progress control unit 32 of the game server 1, which is the server side, may control the progress of the game based on instructions input via the input unit 42 of the information processing terminal 2 and ordered information. In this case, on the game progress screen W1 displayed on the output unit 48 of the information processing terminal 2, information of the selection buttons b1 or b2 pressed by the player is sent to the game server 1, and the selection information read from the storage unit 33 by the game progress control unit 32 of the game server 1 is sent to the information processing terminal 2. The player can advance the game and check information about the rewards that can be obtained in the game through a web browser or application program displayed on the output unit 48 of the information processing terminal 2. Alternatively, the information processing terminal 2, which does not communicate with the game server 1, may contain a program capable of executing all the functions necessary for game processing.
[0130] Furthermore, while the above-described embodiments explained the rewards that characters can acquire, it is also possible to provide rewards that are not tied to characters. For example, players may acquire rewards that are tied to their player ID but not to their characters, such as jewels consumed to draw gacha or stamina.
[0131] It should be noted that the present invention is not limited to the embodiments described above, and various other applications and modifications can be taken as long as they do not deviate from the gist of the present invention as described in the claims. For example, the embodiments described above are detailed and specific explanations of the system configuration in order to clearly illustrate the present invention, and are not necessarily limited to having all the configurations described. Furthermore, it is possible to add, delete, or replace some of the configurations in these embodiments with other configurations. Furthermore, the control lines and information lines shown are those deemed necessary for explanatory purposes, and not all control lines and information lines are necessarily shown in the actual product. In reality, it is safe to assume that almost all components are interconnected. [Explanation of Symbols]
[0132] 1...Game server, 2...Information processing terminal, 10...Game system, 32...Game progress control unit, 42...Input unit, 43...Input reception unit, 44...Game progress control unit, 45...Display control unit, 46...Drawing unit, 47...Image output unit, 48...Output unit, 49...Storage unit, b1, b2...Selection buttons, b11...Selection reward button, T1...Event table, W1...Game progress screen, W2, W21~W23...Reward display screen
Claims
1. A procedure for controlling the game's progress based on instructions input via an input unit, ordered information, choice information, and reward information contained in an event table. A procedure for displaying a game progress screen, which includes a plurality of selection units corresponding to the selection information referenced from the event table, wherein the selection units do not display information about rewards determined based on the reward information that can be obtained in the game when a selection unit is made, and a reward confirmation unit. When an instruction to select the reward confirmation unit is input, the selection unit corresponding to the selection information is selected based on the reward information referenced from the event table, thereby displaying a reward display screen that includes information about the rewards that can be obtained in the game, determined based on the said reward information for each selection unit. A program to be executed by a computer.
2. The plurality of selection units include at least a first selection unit and a second selection unit, A procedure to display a first scene for the first selection unit when an instruction to select the first selection unit is input, A procedure for providing a reward associated with the first selection unit, The procedure for displaying a second scene for the second selection unit is performed when an instruction to select the second selection unit is input, Includes a procedure for providing a reward associated with the second selection unit. The program according to claim 1.
3. The procedure includes displaying the reward confirmation unit on the game progress screen if at least one of the rewards associated with the first selection unit and the reward associated with the second selection unit exists. The program according to claim 2.
4. The game progress screen displays content based on the ordered information, which includes at least one of the following: text, images, character animations, and character motions. The program according to claim 3.
5. The procedure includes displaying different rewards on the reward display screen when different rewards are given to the character according to predetermined additional conditions set in at least one of the first selection unit and the second selection unit. The program according to claim 4.
6. The aforementioned game is a training game in which the aforementioned character is raised, The aforementioned reward is used for the development of the aforementioned character. The procedure includes determining or changing the reward based on the character's parameters before the game progress screen is started. The program according to claim 5.
7. The reward includes at least one of the following: parameter change information that modifies the character's parameters, skill information relating to skills that the character can acquire, and flag information relating to flags that control the progress of the game. The program according to claim 6.
8. The procedure includes controlling the display of other game progress screens based on the flag information included in the reward. The program according to claim 7.
9. The procedure includes changing the rewards that the character can obtain by displaying other game progress screens based on the aforementioned flag information. The program according to claim 7.
10. The procedure includes displaying the first selection section and the second selection section on the reward display screen. The program according to claim 2.
11. A step of controlling the game's progress based on instructions input via an input unit, ordered information, choice information, and reward information contained in an event table. A step of displaying a game progress screen including a plurality of selection units corresponding to the selection information referenced from the event table, wherein the selection units do not display information about rewards determined based on the reward information that can be obtained in the game when a selection unit is made, and a reward confirmation unit. The step of, when an instruction to select the reward confirmation unit is input, selecting the selection unit corresponding to the selection information based on the reward information referenced from the event table, thereby displaying a reward display screen that includes the rewards that can be obtained in the game, determined based on the said reward information for each selection unit. Screen display method.
12. An information processing system comprising a client and a server, The aforementioned server, The system includes a game progress control unit that controls the progress of the game based on instructions input via the client's input unit, ordered information, choice information, and reward information contained in the event table. The aforementioned client, Display unit and Input section, The display unit displays a game progress screen including a plurality of selection units corresponding to the choice information referenced from the event table, where the selection units do not display information about the rewards determined based on the reward information that can be obtained in the game when the selection unit is selected, and a reward confirmation unit. The display control unit then displays a reward display screen on the display unit, which includes information about the rewards determined based on the reward information that can be obtained in the game when the selection unit corresponding to the choice information is selected, based on the reward information referenced from the event table, for each selection unit. Information processing system.
13. Display unit and Input section, A game progress control unit controls the progress of the game based on instructions input via the aforementioned input unit, ordered information, choice information, and reward information contained in the event table. The display unit displays a game progress screen including a plurality of selection units corresponding to the choice information referenced from the event table, where the selection units do not display information about the rewards determined based on the reward information that can be obtained in the game when the selection unit is selected, and a reward confirmation unit. The display control unit then displays a reward display screen on the display unit, which includes information about the rewards determined based on the reward information that can be obtained in the game when the selection unit corresponding to the choice information is selected, based on the reward information referenced from the event table, for each selection unit. Information processing device.
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