Program, information processing system, and information processing method
By updating parameters and requiring consumption for events, the program encourages players to use a variety of game media, addressing the issue of low interest in less frequently used media and enhancing overall game engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2023-04-26
- Publication Date
- 2026-05-15
AI Technical Summary
Players tend to favor certain game media based on performance and characteristics, leading to low usage frequency and interest in game media with lower frequency, which undermines the incentive mechanism for unlocking content and overall game engagement.
A program that updates parameters based on game usage, requiring players to consume accumulated parameters to execute events associated with game media, thereby updating secondary parameters and unlocking content, encouraging the use of less frequently used media.
This approach incentivizes players to use a variety of game media by rewarding engagement with infrequently used media, enhancing attachment and overall game interest through parameter-based events and content unlocking.
Smart Images

Figure 0007858590000001 
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Abstract
Description
Technical Field
[0001] The present invention relates to a program for games, an information processing system, and an information processing method.
Background Art
[0002] Conventionally, a parameter indicating the degree of use of a game medium has fluctuated based on a player selecting a game medium such as a character and executing a game using the selected game medium, and based on the parameter indicating the degree of use of the game medium, a game in which content associated with the game medium can be unlocked is known (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] By the way, players tend to decide on the game medium to be used in the game by paying attention to the performance and characteristics of the game medium. For this reason, due to the bias in the usage frequency among game media, incentives such as unlocking the content of game media with low usage frequency do not progress, and there is a problem that the interest and utilization frequency in the parameter indicating the degree of use are low, and the mechanism for strengthening the attachment to the game medium and the entire game does not work well.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing system, and an information processing method that can give players a positive motivation to play games using various game media.
Means for Solving the Problems
[0006] (1) The present invention relates to a program that causes a computer to function as: a first parameter update unit that updates a first parameter accumulated according to the usage status of a game; an execution condition determination unit that determines whether the first parameter satisfies the execution conditions of an event; a selection reception unit that accepts the selection of a game medium to be the target of the event when the event is executable; an event execution unit that executes the event in association with the game medium to be the target of the event, on the condition that the first parameter is consumed; and a second parameter update unit that updates a second parameter associated with the game medium to be the target of the event based on the result of executing the event.
[0007] (2) In the program of the present invention, the computer may function as a content release unit that releases content associated with the game medium that is the target of the event based on the result of executing the event.
[0008] (3) In the program of the present invention, the first parameter update unit may update the first parameter in association with logging into the game.
[0009] (4) In the program of the present invention, the first parameter update unit may be configured to reset the first parameter at periodically occurring reset timings.
[0010] (5) In the program of the present invention, multiple types of events can be executed for each game medium, and the selection receiving unit may receive the selection of an event to be executed after the selection of the game medium to be the event target has been made, and the event execution unit may execute the event selected as the event to be executed.
[0011] (6) In the program of the present invention, the selection receiving unit may make the event completion status for each game medium visible in the input interface that receives the selection regarding the game medium for which the event is to be held.
[0012] (7) The present invention relates to an information processing system comprising: a first parameter update unit that updates a first parameter accumulated according to the usage status of a game; an execution condition determination unit that determines whether the first parameter satisfies the execution conditions of an event; a selection reception unit that accepts the selection of a game medium to be the target of the event when the event is executable; an event execution unit that executes the event in association with the game medium to be the target of the event, on the condition that the first parameter is consumed; and a second parameter update unit that updates a second parameter associated with the game medium to be the target of the event based on the result of executing the event.
[0013] (8) The present invention relates to an information processing method comprising: a first parameter update step for updating a first parameter accumulated according to the usage status of a game; an execution condition determination step for determining whether the first parameter satisfies the execution conditions of an event; a selection acceptance step for accepting the selection of a game medium to be the target of the event when the event is executable; an event execution step for executing the event in association with the game medium to be the target of the event, on the condition that the first parameter is consumed; and a second parameter update step for updating a second parameter associated with the game medium to be the target of the event based on the result of executing the event.
[0014] In the program, information processing system, and information processing method of the present invention described above, the player is made to select a game medium to be targeted for an event, and a second parameter associated with the game medium is updated based on the result of executing the event in association with the game medium to be targeted for the event. In the present invention, it is necessary to consume a first parameter that is accumulated according to the game usage status in order to execute the event. Therefore, the present invention can give the player an incentive to play the game in order to accumulate the first parameter in order to execute the event. Furthermore, in the present invention, by updating the second parameter through the execution of the event, it is possible to expect that the player will develop a new attachment to a game medium that was previously used infrequently, and that they will use that game medium infrequently in the future. Accordingly, the present invention can give the player an active incentive to play games using various game media. [Brief explanation of the drawing]
[0015] [Figure 1] This is a diagram showing the overall configuration of the information processing system. [Figure 2] This is a functional block diagram of the server related to the training function, battle function, and walking event function, which are among the functions implemented in the information processing system. [Figure 3] This is a functional block diagram of the player terminal related to the training function, battle function, and walking event function, which are among the functions implemented in the information processing system. [Figure 4] This flowchart shows an example of processing related to a walking event. [Figure 5] This figure shows an example of the login screen displayed on the player terminal. [Figure 6] This figure shows an example of the home screen displayed on a player device. [Figure 7] This figure shows an example of a character selection dialog displayed on the player terminal. [Figure 8]This is a diagram showing an example of a function guidance dialog displayed on a player terminal. [Figure 9] This is a diagram showing an example of a character selection dialog displayed on a player terminal. [Figure 10] This is a diagram showing an example of a character selection dialog displayed on a player terminal. [Figure 11] This is a diagram showing an example of a character selection dialog displayed on a player terminal. [Figure 12] This is a diagram showing an example of a destination selection dialog displayed on a player terminal. [Figure 13] This is a diagram showing an example of a reward selection dialog displayed on a player terminal. [Figure 14] This is a diagram showing an example of an execution confirmation dialog displayed on a player terminal. [Figure 15] This is a diagram showing an example of an animation effect displayed on a player terminal. [Figure 16] This is a diagram showing an example of a walking result dialog displayed on a player terminal. [Figure 17] This is a diagram showing an example of a trainer note displayed on a player terminal. [Figure 18] This is a diagram showing an example of an effect dialog displayed on a player terminal. [Figure 19] This is a diagram showing an example of an additional character setting table. [Figure 20] This is a diagram showing a setting example of the motion of a selected character and the motion of an additional character.
Embodiments for Carrying Out the Invention
[0016] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the invention described in the claims. Also, not all of the configurations described in these embodiments are essential constituent elements of the present invention.
[0017] 1. Configuration of the Information Processing System Figure 1 is a diagram showing the overall configuration of the information processing system 10 of this embodiment. As shown in Figure 1, in the information processing system 10, a server 20 and a plurality of player terminals 40 are connected by a network 30 such as the Internet, a mobile phone network, LAN, or WAN, thus establishing a so-called client-server communication system. Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to send and receive various information. In addition, each of the plurality of player terminals 40 communicates with other player terminals 40 via the network 30 and the server 20 to send and receive various information.
[0018] The server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main memory such as ROM or RAM and an auxiliary storage device such as an HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface. The server 20 performs various processes according to the program stored in the storage unit 22, which is controlled by the control unit 21. The server 20 also receives information from the player terminal 40 via the communication unit 23 and transmits information regarding the results of the processes performed by the control unit 21 to the player terminal 40.
[0019] The player terminal 40 is a smartphone, tablet, personal computer, portable game console, or stationary game console installed in a store or home. The player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main memory such as ROM or RAM and an auxiliary storage device such as flash memory, HDD, or SSD, an operation / input unit 43 consisting of a touch panel, keyboard, microphone, etc., a display unit 44 consisting of an LCD or organic EL display, etc., and a communication unit 45 consisting of a communication module or communication interface. The player terminal 40 also performs various processes according to the program stored in the storage unit 42. The player terminal 40 also receives information from the server 20 via the communication unit 45 and transmits information to the server 20 and other player terminals 40.
[0020] The information processing system 10 of this embodiment has the function of providing a game through the player terminal 40 in which the player raises a character based on a racehorse (an example of a game medium) and enters the raised character in races to compete against other characters. In particular, the information processing system 10 of this embodiment has a character raising function, a battle function to have the raised character compete in races against other characters, and a walking event function to take the character for a walk to a selected destination. The following describes the case in which these functions are mainly implemented on the player terminal 40. However, the functions described above may also be mainly implemented on the server 20, or they may be shared between the server 20 and the player terminal 40. Other examples of game mediums may be electronic data used in games, such as weapons, equipment, items, and cards.
[0021] Figure 2 is a functional block diagram showing the main functions of server 20.
[0022] In the information processing system 10, the server 20 has the function of managing players and characters using various identification information, and the function of performing calculations necessary for the game to progress in response to requests from the player terminal 20 and transmitting the calculation results to the player terminal 40. These functions are realized through the cooperation of the server data storage unit 50 and the game calculation unit 60.
[0023] The server data storage unit 50 includes a player management database 51 and is primarily implemented by the storage unit 22. In this embodiment, the player management database 51 stores a character list, an item list, and a list of players to be trained, linked to the player ID assigned to each player.
[0024] The character list includes, for example, the individual character ID assigned to each trained character, the character type ID indicating the character's type, the character's stats (rarity, evaluation points, course suitability, distance suitability, running style suitability, running technique, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, race results during training).
[0025] In this embodiment, "trained character" means a character that has been trained using the training function, which is one of the game functions described later and implemented in the information processing system 10 of this embodiment, and whose training has been completed and whose status has been determined.
[0026] In this embodiment, there are both a "character individual ID" and a "character type ID," and the difference between them is as follows.
[0027] First, the "Character Individual ID" is an ID assigned when a character's training is completed in the training function and the trained character is registered in the character management database 51. It is used to identify each trained character linked to the player ID.
[0028] Furthermore, in this embodiment, the training function allows the player to select a character to train from multiple types, and the "character type ID" is an ID assigned to identify the type of character being trained.
[0029] Furthermore, "locked status" indicates whether or not a trained character can be transferred (removed from the character list). If unlocked, a character can be transferred; if locked, a character cannot be transferred. Situations that result in a character being locked include when the player has individually selected a character from the list of trained characters, or when a trained character is registered to participate in a race.
[0030] The training target list stores data where information about whether a character type ID is unlocked or not is associated with that character type ID. The training target list also stores data about the accumulated amount of the affection parameter (an example of a second parameter) linked to the character type ID. In this embodiment, characters associated with unlocked information in the training target list are the characters that the player can select as training targets in the training function. In this embodiment, it is also possible to unlock new characters through unlocking items or character acquisition lotteries, and the number of characters that a player can select as training targets will differ. Hereafter, characters that can be selected as training targets in the training function may be referred to as unlocked characters.
[0031] Specifically, for example, the affection parameter is a parameter that represents the degree of use of a character (game medium) common to the entire game. By using the same character extensively in training functions and battle functions, the degree of accumulation of the affection parameter changes, making it possible to generate benefits and rewards for the player. In this embodiment, the affection parameter is expected to strengthen the player's attachment to the character and increase the frequency of use of the game as a whole. The affection parameter is also managed for each character, linked to the character type ID. Alternatively, for example, the affection parameter may represent the degree of use of a character (game medium) in a specific game function (e.g., a battle function) among several types of game functions. In this way, the player can understand the degree of use of a specific character in relation to a specific game function through the affection parameter, and motivation for using specific characters and specific game functions can be provided more precisely and effectively.
[0032] Furthermore, as information related to the affection parameter, each character has an affection rank, and the affection rank increases when the accumulated amount of affection parameter meets the conditions set for each rank. At the start of game operation, for example, ranks 0 to 10 may be set, and the upper limit of the affection rank may be unlocked as the game operation period progresses. The affection parameter is awarded to the character used when conditions are met in the training function or battle function. The amount of affection parameter increase based on the use of game functions may vary depending on the game results (evaluation, ranking, etc.). Also, when the affection rank reaches a certain rank by accumulating affection parameter, a story, which is content associated with the character that has reached that rank, will be unlocked. The affection rank required to unlock the story may be the same for each character, or it may differ depending on the character.
[0033] The item list includes data on items owned by the player, support points, and in-game currency. In this embodiment, for example, the items owned and their quantities, the amount of enhancement points owned, and the amount of in-game currency owned are stored in the player management database 51 as the item list.
[0034] The items in this embodiment are used, for example, to support character development or to change the conditions for participating in races, and can be acquired depending on the race results or by spending in-game currency.
[0035] Support points are used, for example, to enhance support items, which are items that support character development. The more you enhance your support items, the more advantageous the environment in which you can develop your characters.
[0036] Another piece of data stored in the player management database 51 is the friend list. In this embodiment, players can register other players as friends and rent characters and support items from other registered friends in the training function. To register a friend, the player enters the player ID of another player on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player matching the player ID exists and it is possible to register that player as a friend, the player ID of the other player to be registered is added to the friend list by tapping the registration button provided on the friend registration screen. There is an upper limit on the number of friends each player can register (for example, 50), and there is also an upper limit on the number of friends each player can register (for example, 100). As long as neither of these limits has been reached, it is possible to register new friends.
[0037] The game calculation unit 60 performs calculations necessary for the game's progress in response to requests from the player terminal 20 and transmits the calculation results to the player terminal 40. It also performs data necessary for the game's progress in response to requests from the player terminal 20 and transmits it to the player terminal 40. This is mainly implemented by the control unit 41 and the communication unit 45. For example, in the training function, when the game calculation unit 60 receives a request for training instructions from the player terminal 20, it calculates whether the training was successful or unsuccessful and transmits the calculation result to the player terminal 40. Also, for example, in the training function, when the game calculation unit 60 receives a request to participate in a race, it performs a race simulation involving multiple characters, including the character being trained and non-player characters (NPCs), and transmits the results of the race simulation to the player terminal 40. Also, for example, in the battle function, when the game calculation unit 60 receives a request to participate in a race, it performs a race simulation involving multiple characters, including the trained characters assembled by the player and the trained characters assembled by the opponent, and transmits the results of the race simulation to the player terminal 40.
[0038] Figure 3 is a functional block diagram showing the main functions of the player terminal 40.
[0039] As shown in Figure 3, in the information processing system 10 of this embodiment, the player terminal 40, through the cooperation of the terminal data storage unit 70 and the game execution unit 80, realizes training functions, battle functions, event functions, and the like.
[0040] The terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is mainly implemented by the storage unit 42.
[0041] The terminal data storage unit 70 includes a player data storage unit 71, which stores data such as a character list, training target list, item list, and friend list corresponding to the player ID. In this embodiment, when the application is started and terminated, and in other necessary situations, synchronization processing is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data associated with the player ID (such as the character list, training target list, item list, and friend list), and various game processes are executed using the data stored in the player data storage unit 71. In this embodiment, if it becomes necessary to change the character list, training target list, item list, or friend list in connection with the execution of various game processes, the contents of the player data storage unit 71 are updated, and the updated contents are backed up in the player management database 51 of the server 20, and the contents of both are synchronized. Additionally, data linked to the player ID, such as character lists, training target lists, item lists, and friend lists, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application is launched.
[0042] The terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) necessary for the progress of the training function for characters that can be selected as training targets in the training function (characters with character type IDs associated with unlocked information in the training target list). In this embodiment, training goals and game events are provided for each character regarding the training function, and training progress data, including at least the settings for training goals and game events, is stored in the training progress data storage unit 72 linked to the character type ID.
[0043] The terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling character movements and skill activation effects when watching races in which characters participate in the training function and battle function, as well as text data and audio data for race commentary.
[0044] The terminal data storage unit 70 also includes a walking event data storage unit 74, which stores various data for controlling the walking event function. In this embodiment, the walking event data storage unit 74 stores data related to the duration of the walking event, management data for walking parameters (an example of a first parameter) associated with the player ID, data for setting the increase amount of the walking parameters, data related to background images and character motions for displaying the event during execution, data for setting the increase amount of the affection parameter, data for managing the acquisition status of rewards, and management data related to content unlocking.
[0045] The game execution unit 80 performs processes such as starting the game when the game start conditions are met, executing a selected game mode from among several types of game modes, progressing the game, generating an event when the event occurrence conditions are met, calculating the game result, terminating the game when the game end conditions are met, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data from the player terminal 40 to the server 20. These processes are mainly implemented by the control unit 41 and the communication unit 45. In this embodiment, the game execution unit 80 includes a training function provision unit 81, a battle function provision unit 82, and a walking event function provision unit 83.
[0046] The training function provision unit 81 performs processing to provide training functions for training characters. In this embodiment, it accepts input regarding the training of a specific unlocked character and displays the calculation results for that input.
[0047] In this embodiment, when training an unlocked character whose input has been received in the training function, the player is required to select an action that will consume a turn each turn. Actions that will consume a turn include training, participating in races, going out, and going to the infirmary. The training function provider 81 receives the selection of an action to consume a turn through the training home screen displayed on the display unit 44 and requests the server 20 to calculate the result for the selected action. Upon receiving the request, the server 20 performs the calculation for the selected action and sends the calculation result to the player terminal 40, and the training function provider 81 displays a display screen corresponding to the calculation result received from the server 20 on the display unit 44.
[0048] In this embodiment, training objectives are set according to the type of unlocked character to be trained, and there may be mandatory actions that must be selected in a given turn within the training objective. For example, the training objective may be to participate in a given race or to achieve a given finishing position in a given race. In this case, in the turn in which a given race associated with the training objective is set, participating in the race becomes a mandatory action, and actions that consume a turn other than participating in the race cannot be selected. In this way, the training function provider 81 performs control that restricts the selection of actions other than the mandatory action in the turn in which the selection of a mandatory action is accepted.
[0049] Furthermore, the training function provider unit 81 controls the update of the affection parameter by an increase amount corresponding to the completion of one training session when the training of an unlocked character is completed in the training function. For example, the increase amount obtained in this training is added to the affection parameter associated with the character type ID for which training has been completed. Note that the increase amount of the affection parameter in the training function may change according to the training results (e.g., evaluation score). Also, when the affection parameter reaches a predetermined amount, the affection rank may be updated to the next rank and a predetermined animation may be played.
[0050] The battle function provision unit 82 performs processing to provide a battle function that allows a player to race against other players' trained characters or non-player characters (NPCs) using their trained characters.
[0051] In this embodiment, there are three types of races available to players as part of the competitive function: Team Arena, Daily Race, and Daily Legend Race.
[0052] Team Arena is a competitive feature where players form five teams by selecting three characters from their available trained characters for each of the five distance categories: short distance, mile, middle distance, long distance, and dirt. These teams then compete against teams formed by other players in five different races related to each distance category. The team whose characters finish first in each distance category wins the race, and a team wins three out of the five races to defeat the opponent. In Team Arena, arena points are awarded based on the characters' performance and finishing order in each race. A player's ranking is determined by the total arena points earned across the five races, and rewards are given according to the ranking.
[0053] Daily Races are a competitive feature that offers races with varying rewards and difficulty levels in either mile or middle-distance distance categories. Players select one of their trained characters to race against non-player characters (NPCs). In Daily Races, players can earn rewards based on the finishing position of their trained character in the race.
[0054] Daily Legend Race is a competitive feature where players can earn character pieces as rewards based on the race results. Character pieces are items that, by consuming a predetermined number of them, allow players to unlock characters that are not yet unlocked as training targets, or increase the rarity of unlocked characters. In Daily Legend Race, each character has its own set of race conditions. Players select the character whose character pieces they wish to obtain, then select one of their own trained characters to enter in the race. In Daily Legend Race, if the trained character entered by the player wins the race, they will receive character pieces for the character corresponding to that race.
[0055] The battle function provider unit 82 sends a battle result request to the server 20 when a player decides to participate in a battle in the team arena, daily race, or daily legend race. Upon receiving the battle result request from the player terminal 40, the server 20 executes a race simulation, and the battle function provider unit 82 obtains the results of the simulation from the server 20. Upon receiving the results of the simulation from the server 20, the player terminal 40 uses the battle function provider unit 82 to generate a race video based on the results of the simulation, using various data stored in the race control data storage unit 73. The generated race video is then displayed on the display unit 44, allowing the player to watch the race.
[0056] Furthermore, when a player enters a trained character into a race using the battle function, the battle function provider 82 updates the affection parameter of the unlocked character corresponding to the trained character that entered the race by an amount corresponding to one race entry. The amount of increase in the affection parameter based on the use of the battle function may also be made to change according to the race result (at least one of the finishing order and win / loss).
[0057] The walking event function provider unit 83 performs processing to provide a walking event function that allows the player to select any unlocked character and execute a walking event corresponding to the selected unlocked character, thereby obtaining rewards such as items and benefits such as an increase in the affection parameter. In this embodiment, the walking event function provider unit 83 includes a first parameter update unit 84, an execution condition determination unit 85, a selection reception unit 86, an event execution unit 87, a second parameter update unit 88, and a content release unit 89.
[0058] The first parameter update unit 84 performs a process to update the walking parameters that are accumulated according to the game usage status.
[0059] First, the first parameter update unit 84 updates the walking parameter in association with logging into the game. In this embodiment, player logins are managed with a login management cycle of 5:00 AM to 4:59 AM the following day, and the first parameter update unit 84 updates the walking parameter to its maximum value (for example, 10) upon the first login each day during the duration of the walking event.
[0060] The first parameter update unit 84 also updates the walking parameter in association with the use of the training function and the battle function. In this embodiment, when character training is completed, when a battle is held in the team arena, when a battle is held in the daily race, and when a battle is held in the daily legend race, a predetermined value is accumulated as the walking parameter for each use of the main game function used. In other words, the amount of increase in the walking parameter due to the use of the main game function differs depending on the type of game function used. By having the amount of increase in the walking parameter differ depending on the game function used by the player, it is possible to give the player an opportunity to use various game functions. However, the amount of increase in the walking parameter due to the use of each game function may be the same. Furthermore, if the walking parameter is at its maximum value and an opportunity to update the walking parameter arises, the walking parameter will not accumulate beyond its maximum value. By setting this restriction so that the walking parameter does not accumulate beyond its maximum value, it is possible to prevent large differences from arising between players. For example, updating the first parameter may be conditional on completing a specific mission related to the main game function, such as performing a specific race three times in the battle function (or, in other games, clearing a specific stage or defeating enemies a predetermined number of times or in a predetermined combination). Alternatively, the first parameter may be accumulated by using items. These items may be obtainable through various methods, such as paying real money, purchasing with in-game currency, or using various functions.
[0061] In this embodiment, the main game functions are provided by the training function provider 81, which are games in which players train characters based on racehorses (an example of a game medium), and by the battle function provider 82, which are games in which players enter trained characters into races and compete against other characters (including trained characters of other players and non-player characters (NPCs)). Due to the characteristics of the target game, these are game functions that players will primarily use. As an example of other games, in games related to baseball or soccer, the main game functions would be games in which players train players or teams, or games in which players use trained players or teams to play matches. For example, in a card game, the main game function would be a game in which players train cards by strengthening and evolving them, and then use the trained cards to form a deck and play matches. For example, in a dating game, the main game function would be a series of events in which players build a predetermined relationship through interactions such as dating with a specific person of the opposite sex, providing a simulated experience of dating.
[0062] The first parameter update unit 84 resets the walking parameter to its initial value (e.g., 0) at a periodically occurring reset timing once every 24 hours. In this embodiment, each player's walking parameter is reset to its initial value at a predetermined time (5:00 AM) every day (5:00 AM to 4:59 AM the next day) synchronized with the login management cycle. Regarding the walking parameter, which is the first parameter, a configuration is provided in which it is updated to the maximum value upon initial login or reset to the initial value at the login management cycle, but it is not limited to these, and a configuration is also possible in which the first parameter can be accumulated without setting an upper limit or periodic reset. This can provide players with an element of replayability in the game function. Furthermore, the reset cycle of the first parameter may be every multiple days, not just every day (every 24 hours). Also, if the reset cycle of the first parameter is every multiple days, the reset cycle may be changeable.
[0063] The execution condition determination unit 85 performs a process to determine whether the walking parameters satisfy the execution conditions for the walking event. In this embodiment, the success or failure of the walking event execution conditions is determined by whether the walking parameters are at their maximum value. In this embodiment, there is also a limit on the number of times the walking event can be executed, which is limited to twice per day. By setting this limit on the number of times the walking event can be executed, it is possible to encourage players to log in continuously and prevent large differences from arising between players.
[0064] The selection reception unit 86 processes the selection of a character to be the target of the event when the walking event is executable. In this embodiment, the selection reception unit 86 makes the progress of the walking event for each character visible in the input interface that accepts the selection of a character to be the target of the event. Specifically, the display unit 44 displays a character selection dialog to accept the selection of a character to be the target of the event, and the selection reception unit 86 displays a list of unlocked characters associated with the player ID in the character selection dialog, making the progress of destinations for each character visible in the display of destination icons. Furthermore, the unlocked characters that can be selected as target characters for the event may be restricted on the condition that the affection rank has reached a predetermined rank. For example, if there is an unlocked character whose affection rank has reached the upper limit, the system may control the system so that the unlocked character is not displayed in the input interface that accepts the selection of a character to be the target of the event, or the system may control the system so that the unlocked character cannot be selected in the input interface that accepts the selection of a character to be the target of the event.
[0065] In this embodiment, each character can select one of several destinations, and multiple types of walking events with different presentations depending on the destination can be executed. The selection reception unit 86 displays a destination selection dialog on the display unit 44 after the character to be the event is selected, and accepts the selection regarding the presentation content of the walking event to be executed.
[0066] In this embodiment, rewards can be earned in connection with the execution of walking events, and the player can select and earn one type of reward for each walking event executed. Earning rewards based on the execution of walking events provides an incentive for the player to perform walking events. In this embodiment, an incentive can be provided to perform the main game function in order to accumulate walking parameters. The selection reception unit 86 accepts the selection of a reward by displaying a reward selection dialog on the display unit 44 after the destination for the walking event has been selected. In this embodiment, the rewards that can be earned during the execution of walking events are managed by a reward ID for each reward, and each reward ID can only be earned once. For this reason, the walking event data storage unit 74 stores reward management data to which an earned flag can be set in relation to the reward ID, and an earned flag is set for the reward ID selected by the player when the walking event is executed. The selection reception unit 86 then checks the status of the earned flag setting for each reward ID in the reward management data and makes the unearned rewards visible by displaying the unearned rewards and earned rewards differently in the reward selection dialog. In this embodiment, rewards (items, etc.) obtained in the walking event are reflected in and managed in the item list of the player data storage unit 71.
[0067] The event execution unit 87 performs the process of executing a performance related to the walking event in association with the character that is the target of the event. In this embodiment, as a performance related to the walking event, an animation performance is performed in which a performance image is generated by combining a background image corresponding to the destination and a character image based on the character's motion data, and displayed on the display unit 44. That is, the event execution unit 87 performs the process of executing an animation performance related to the walking event according to the combination of the character that is the target of the event and the destination selected as the target of execution. In this embodiment, the animation performance performed through the walking event becomes a special performance related to a specific unlocked character, which can further strengthen the player's attachment to that unlocked character. When performing a performance related to the walking event, the animation performance may be changed with a certain probability. Specifically, for example, in the case of a walking event related to eating, there may be a success performance where the meal is finished and a failure performance where the meal is not finished. Furthermore, the rewards that the player can obtain and the degree to which the affection parameter increases or decreases may be changed depending on whether a success performance or a failure performance is performed.
[0068] The second parameter update unit 88 updates the affection parameter associated with the event target character based on the results of executing the walking event. In this embodiment, for each walking event, the affection parameter associated with the character type ID of the unlocked character that became the event target character is updated to increase by a fixed amount. The amount of increase in the affection parameter may differ depending on the type of walking event executed, i.e., the destination selected by the player. Alternatively, the amount of increase in the affection parameter may be determined according to the combination of character and destination.
[0069] The content release unit 89 performs a process to release content associated with the character of the event based on the result of executing the walking event. In this embodiment, the walking event data storage unit 74 stores content release status data that manages the content release status of the character. The content release status data stores an animation ID that identifies the animation animation related to the walking event according to the destination, and a released flag that indicates the release status for each animation ID, both linked to a character type ID that indicates the type of character. When an animation animation related to the walking event is executed, the content release unit 89 checks whether the animation ID related to the animation animation has been released based on the content release status data. If it determines that the animation animation has not been released (the released flag has not been set), it sets the released flag for the animation ID, thereby releasing the animation animation so that the player can view it at will.
[0070] The content unlocking unit 89 also performs a process to unlock content associated with the event target character when the affection parameter meets predetermined conditions. In this embodiment, a story consisting of multiple episodes is prepared for each character, and the content unlocking unit 89 performs a process to unlock the story in stages and make it viewable when the affection parameter meets the story unlocking conditions. The content unlocked based on the affection parameter is not limited to the character's story. For example, it may include unlocking and making viewable the character's profile information when the affection parameter meets the unlocking conditions, unlocking and making viewable the character's voice when the affection parameter meets the unlocking conditions, or unlocking character costumes and making the character's appearance changeable when the affection parameter meets the unlocking conditions. The function of unlocking content based on the affection parameter may be configured independently of the walking event function provisioning unit 83. For example, in the game execution unit 80, an affection-related content unlocking unit may be provided separately from the training function provisioning unit 81, the battle function provisioning unit 82, and the walking event function provisioning unit 83. The affection-related content unlocking unit unlocks content corresponding to the achieved affection rank, linked to the character type ID of the unlocked character, on the condition that the affection rank based on the affection parameter reaches a predetermined rank.
[0071] 2. Control method of this embodiment In the following, the control method of this embodiment will be explained using the example of applying the game program of this embodiment to a game application on a player terminal 40 provided as a smartphone. The specific control processing is realized by the main functions of the server 20 and the player terminal 40 as described above. However, it may be realized mainly by the functions of the server 20, or it may be realized by sharing the functions of the server 20 and the player terminal 40.
[0072] The game program of this embodiment is configured to provide multiple types of game functions. In the main game function, the training function, the player selects a character to train from several types of characters, and the character's status changes as the game progresses. When predetermined termination conditions are met, the character's status is finalized and training is complete. This trained character can then be used in the other main game function, the battle function, to compete against characters trained by other players or against non-player characters (NPCs) in races.
[0073] In the information processing system 10 to which the game program of this embodiment is applied, affection parameters are accumulated in association with the characters used in each game function by utilizing the training function and the battle function. Specifically, affection parameters are managed individually in association with each character type ID of unlocked characters. When the training function is used, the affection parameters of the unlocked characters corresponding to the character being trained are accumulated at the end of training. When the battle function (race arena, daily race, daily legend race) is used, the affection parameters of the unlocked characters corresponding to the trained characters that participated in the race are accumulated after the battle ends. Thus, in this embodiment, the affection parameter serves as an indicator of the degree of character usage, is accumulated in association with multiple types of game functions, and is a parameter common to the unlocked characters owned by the player.
[0074] In this embodiment, as the affection parameter accumulates, content prepared for each character becomes available. Specifically, each character has a seven-episode story. Episodes 1 through 4 are initially unlocked regardless of the affection parameter, while episodes 5 onwards have unlock conditions set for each episode based on the affection parameter. When the affection parameter meets the story's unlock conditions, episodes 5 onwards are unlocked in stages and become viewable.
[0075] In this embodiment, the system allows players to accumulate affection parameters linked to characters used by utilizing the training and battle functions. However, because players train characters in the training function and then use trained characters in the battle function, there is a tendency for players to favor certain characters. As a result, the accumulation of affection parameters also tends to be uneven among characters. While players' favorite characters will progress in unlocking content and receiving bonuses, characters they own as unlocked but rarely use will not progress in unlocking content. Furthermore, with only the main game functions, players tend to focus on the specific results of the training and battle functions, resulting in less interest in and use of affection parameters, which indicate the usage rate of specific characters. This makes it difficult to create a mechanism that encourages the use of a wide range of characters (one example of a game medium) and fosters a sense of attachment to the game as a whole.
[0076] Therefore, in this embodiment, a method is employed that allows players to accumulate affection parameters associated with the character they have selected by consuming walking parameters accumulated according to their game usage to execute walking events. This method is expected to motivate the use of a wide range of characters (an example of a game medium) and, consequently, strengthen players' attachment to the game as a whole. Below, the processing flow related to walking events will be explained according to the flowchart shown in Figure 4.
[0077] First, when the game application is launched, the login process takes place (step S101). During the login process, the player terminal 40 requests account authentication for the player associated with the player ID from the server 20. Once the server 20 completes the account authentication based on the player ID, the player terminal 40 receives a login permission response from the server 20.
[0078] If the current login is the first login in the login management cycle (5:00 AM to 4:59 AM the following day; hereinafter referred to as the login management cycle) (Y in step S102), the walk parameters and the number of available executions are updated to their maximum values (step S103). In this embodiment, the walk parameters are reset to their initial value (e.g., 0) at 5:00 AM daily, which is synchronized with the login management cycle, and are updated to their maximum value (e.g., 10) upon the first login thereafter. Similarly, the number of available executions for the walk event is also reset to its initial value (e.g., 0) at 5:00 AM daily, which is synchronized with the login management cycle, and is updated to its maximum value (e.g., 2) upon the first login thereafter. In other words, the walk event can always be made available immediately after the first login each day. Alternatively, the walk parameters and the number of available executions may be updated to overwrite their respective maximum values upon the first login in the login management cycle. In this way, in this embodiment, the walk parameters are updated to their maximum values upon the first login, thereby encouraging the player to log in daily.
[0079] In this embodiment, the home screen is displayed after the login process is completed. However, in the case of the first login in the login management cycle, an initial display is shown, as shown in Figure 5, notifying the player that the walking parameters have been updated to their maximum value. This initial display effectively makes the player aware that the walking parameters are at their maximum value, thereby efficiently encouraging participation in walking events.
[0080] As shown in Figure 6, an event icon 201 is displayed on the home screen, and this event icon 201 also serves as an input button for calling up the character selection dialog, which will be described later. In this embodiment, the display mode of the event icon 201 allows the user to understand the accumulation status of the walking parameters, and the event icon 201 is highlighted when the walking parameters are at their maximum value. Alternatively, a gauge may be displayed on the home screen to indicate the degree of walking parameter accumulation. In this embodiment, the event icon 201 on the home screen allows the user to understand the accumulation status of the walking parameters, and by also functioning as an input button, visibility and operability can be improved.
[0081] When the home screen is displayed and a tap input (event transition input) is made to the event icon 201 (Y in step S104), it is checked whether there is interruption data for the walking event (step S105). In this embodiment, if the processing related to the walking event is interrupted due to a task kill or communication error while the effects related to the walking event are being executed, the processing related to the walking event can be resumed from the interrupted state. The event resumption process when there is interruption data will be described later.
[0082] If there is no interruption data for the walking event (N in step S105), a character selection dialog is displayed as shown in Figure 7. The character selection dialog is provided with a display field 211 for the number of times the event can be performed and a walking gauge 212. The display field 211 allows you to check the number of times the walking event can be performed, and the walking gauge 212 allows you to check the accumulation status of the walking parameters.
[0083] Then, when displaying the character selection dialog, it is checked whether the walking parameter satisfies the conditions for executing the walking event (step S106). In this embodiment, it is determined that the conditions for executing the walking event are met when the walking parameter is at its maximum value, and if the walking parameter is at its maximum value (Y in step S106), it is checked whether there are any remaining attempts to execute the walking event (step S107).
[0084] In this embodiment, as shown in Figure 7, if the walking parameter is not at its maximum value, the decision button 220 (described later) is not displayed, and therefore the walking event cannot be executed. However, a guidance button 213 is provided in the character selection dialog. When the guidance button 213 is tapped, a function guidance dialog is displayed, as shown in Figure 8, which guides the player to the training function or battle function where the walking parameter can be accumulated. In this way, in this embodiment, the player can immediately grasp the main game function in which the walking parameter can be accumulated through the function guidance dialog, and by tapping the transition button 231 corresponding to any game function provided in the function guidance dialog, the player can quickly use the selected game function. Furthermore, when the close button 232 provided in the function guidance dialog is tapped, the player returns to the character selection dialog in Figure 7. In this embodiment, by controlling the player to guide them to the main game function (training function or battle function) when the walking parameter does not meet the conditions for executing the walking event, it is expected that the player's desire to play the main game function will be increased, and the affection parameter (character common parameter) will be efficiently improved while providing the player with further interest. Ultimately, this can deepen your attachment to characters you've already unlocked.
[0085] If the walk parameter is at its maximum value and there are still possible number of walk events remaining (Y in step S106 and N in step S107), then acceptance of the selection of the character to be the event is permitted, and the character selection acceptance process is executed (step S108).
[0086] In this embodiment, if it is possible to accept selection of the character to be the target of an event, the selection of the character to be the target of the event is accepted through a character selection dialog called from the event icon 201 on the home screen, as shown in Figure 9. The character selection dialog displays a list of candidate characters by character icons 215. The candidate characters are unlocked characters, which are characters that have the unlocked flag set in the character list associated with the player. In the character selection dialog, three types of destinations are displayed below the character icon 215 as corresponding destination icons 216. Specifically, the fork and spoon icon represents a meal event, the house icon represents an indoor event, and the tree icon represents an outdoor event, but it is not limited to these. Each of the destination icons 216 visualizes the event completion status for each character, with destination icons 216 corresponding to destinations where a walking event has been completed being displayed in color, and destination icons 216 corresponding to destinations where a walking event has not been completed being displayed in gray.
[0087] In the character selection dialog, a selection mark 217 is added to the currently selected character icon 215. By tapping on another character icon 215, the selection mark 217 is added to the newly selected character icon 215, changing the selected character. In this embodiment, when the character selection dialog is called, the selection mark 217 is added to the character icon 215 of the character at the top of the sort order (the character displayed on the far left of the top row) as the default setting. In this embodiment, the character that is selected when the character selection dialog is called will be referred to as the initial selected character below.
[0088] If you have already experienced a walking event, you may choose to retain the character selection information from the previous event and set that character as the initial character. Alternatively, you may choose the character with the highest sort rank among characters with uncompleted events as the initial character.
[0089] Furthermore, the sorting target can be changed by tapping the sort target change button 218 provided in the character selection dialog. Additionally, the sort order can be switched between ascending and descending by tapping the sort order change button 219 provided in the character selection dialog. In this embodiment, in addition to "default," "affection level" can be selected as the sorting target. When "affection level" is selected as the sorting target, as shown in Figure 10, the character icons 215 are sorted in order of the affection level parameter associated with the unlocked character, and the affection level gauge 221 is displayed below the character icons 215 in place of the destination icon 216. The affection level gauge 221 visualizes the affection level rank (0 to MAX) determined by the amount of affection level parameter accumulated, and the degree of accumulation of affection level parameter from the current affection level rank to the next affection level rank. This allows the player to compare and consider the affection level gauges 221 of unlocked characters and perform walking events to raise the affection level parameter of a specific unlocked character. Furthermore, to improve the visibility and usability of selecting event characters, a filtering function may be added to the character selection dialog. For example, only characters specified by the status of unlocked walk event animations (all unlocked, some unlocked) or the accumulation status of affection parameters (affection parameter below maximum, affection parameter at maximum) may be displayed in the character selection dialog.
[0090] As shown in Figures 9 and 10, if the selection of a character to be the event target is accepted, a confirm button 220 is provided in the character selection dialog. When a tap is made on the confirm button 220, the character corresponding to the character icon 215 with the selection mark 217 is set as the character to be the event target, and a destination selection acceptance process is performed to select a destination (step S109). If a tap is made on the cancel button 214 while the character selection dialog is displayed, the character selection dialog is closed and the user returns to the home screen. In this embodiment, even if the walk parameter is at its maximum value, if the number of times the walk event can be executed is 0, as shown in Figure 11, a message notifying that the number of times the event can be executed for today has been used is displayed in the character selection dialog, along with a close button 222. When a tap is made on the close button 222, the character selection dialog is closed and the user returns to the home screen.
[0091] In the destination selection process, the user selects a destination through a destination selection dialog. As shown in Figure 12, the destination selection dialog displays a map image 240, and overlaid on the map image 240 are destination images 241 corresponding to three different destinations. By tapping on any of the destination images 241, the user can select a destination, and a selection mark 242 is added to the destination image 241 corresponding to the selected destination. In addition, destination images 241 corresponding to destinations for which a walking event has already been completed are grayed out and a clear mark 245 is added, making it clear that the walking event has already been completed.
[0092] The destination selection dialog also includes a confirm button 243 and a cancel button 244. When the confirm button 243 is tapped, the destination corresponding to the destination icon 241 with the selection mark 242 is set as the target for the walking event, and a reward selection acceptance process is performed to select a reward (step S110). If the cancel button 244 is tapped while the destination selection dialog is displayed, the destination selection dialog is closed and the user returns to the character selection dialog shown in Figure 9 or Figure 10.
[0093] In the reward selection acceptance process, the selection of a reward is accepted through a reward selection dialog. As shown in Figure 13, the reward selection dialog displays a list of rewards that can be obtained in the ongoing walking event. By tapping the reward button 251, the user can select any reward, and a selection mark 252 is added to the reward button 251 corresponding to the selected reward. In this embodiment, each reward can only be obtained once, and in the reward selection dialog, reward buttons 251 for rewards that have already been obtained are grayed out. When a normally displayed reward button 251 is selected, tap input to the confirm button 253 is enabled, and when a grayed-out reward button 251 is selected, tap input to the confirm button 253 is disabled. When tap input to the confirm button 253 is disabled in the reward selection dialog, the confirm button 253 is grayed out. If the user taps the cancel button 254 while the reward selection dialog is displayed, the reward selection dialog is closed and the user returns to the destination selection dialog. It is possible to obtain the same reward multiple times, and there may be no limit on the number of times a reward can be obtained.
[0094] If the reward selection dialog is displayed and an obtainable reward has been selected, a tap input to the confirm button 253 is performed, and the execution confirmation process is performed (step S111). In the execution confirmation process, as shown in Figure 14, the execution confirmation dialog is displayed, and a final confirmation of the details of the walking event is made.
[0095] The execution confirmation dialog reflects the player's selections in the character selection acceptance process, destination selection acceptance process, and reward selection acceptance process, and displays information about the execution of the walking event. Specifically, the selected character display field 261 displays the character corresponding to the event target character, the selected destination display field 262 displays the destination for the walking event, and the selected reward display field 263 displays the reward to be obtained by executing the walking event. In this embodiment, the affection parameter associated with the unlocked character corresponding to the event target character is also accumulated by executing the walking event, and the degree of change in the affection parameter before and after executing the walking event is displayed in the affection change display field 264.
[0096] Then, when the execution confirmation dialog is displayed, if the confirmation button 265 is tapped, the execution details of the walk event are confirmed, the walk parameters and the number of available walk event executions are consumed (step S112), and then the animation execution process is performed according to the confirmed walk event details (step S113). If the cancellation button 266 is tapped while the execution confirmation dialog is displayed, the execution confirmation dialog is closed and the system returns to the reward selection dialog.
[0097] In the process of consuming the walking parameters and the number of times the walking event can be performed, the walking parameters are updated to their initial value (e.g., 0), and the number of times the walking event can be performed is reduced by one. Alternatively, the number of times the walking event can be performed can be managed for each player, and it can be determined that all possible attempts have been consumed when the number of attempts equals the number of possible attempts.
[0098] In the animation execution process, the background image and character motion are determined according to the combination of the character and destination selected by the player, and an animation is executed in which the background image and the image of the character in action are combined and displayed. Figure 15 shows an example of an animation executed in a walking event, in which the character looks up at the sky under a starry sky. In this embodiment, animation pattern data, in which the combination of background image and character motion according to the destination is set for each character, is stored in the walking event data storage unit 74, and in the animation execution process, the animation is executed by referring to the animation pattern data in accordance with the execution content of the walking event confirmed in the execution confirmation process.
[0099] In this embodiment, if the task is killed or otherwise performed before the animation is completed during the animation execution process, interruption data, including the player selection necessary for executing the animation, is stored in the walking event data storage unit 74 during the application termination process. If there is interruption data for the walking event (Y in step S105), a resume confirmation dialog is displayed to ask whether or not to resume the execution of the interrupted walking event. If a confirmation input is made to resume the execution of the walking event (Y in step S115), the animation is executed based on the saved interruption data (step S113). If an input is made to cancel the resumption of the walking event while the resume confirmation dialog is displayed (step S115N), the resume confirmation dialog is closed and the user returns to the home screen.
[0100] Then, once the animation execution process is complete, the event termination process is executed (step S114). During the event termination process, content is released. Specifically, the content release status data stored in the walking event data storage unit 74 is referenced, and if the released flag has not been set for the animation execution process, the released flag is set for the executed animation and associated with the event target character, thereby releasing new content. The released animation can then be viewed in the trainer notes, which allow viewing of various information associated with the character.
[0101] Furthermore, the event completion process includes handling of reward acquisition. Specifically, the walking rewards selected by the player during the walking event are added to the item list in the player data storage unit 71, and the affection parameter linked to the unlocked character corresponding to the event target character is updated. If the affection rank changes as a result of updating the affection parameter, and there is a story that is unlocked upon achieving that affection rank, the unlocked flag for that story is set and linked to the unlocked character corresponding to the event target character, thereby unlocking new content. The unlocked stories can be viewed in Story Mode, a separate game function.
[0102] Furthermore, the event termination process displays the results of the walking event. For example, as shown in Figure 16, a walking results dialog is displayed to notify the player. The walking results dialog includes an affection reward display area 271 and a walking reward display area 272. The affection reward display area 271 displays the updates to the affection parameter associated with the event target character as a result of the walking event, and the walking reward display area 272 displays the walking reward selected by the player in this walking event using icons, etc. When the confirmation button 273 on the walking results dialog is tapped, the walking results dialog is closed and the player returns to the home screen, ending the series of processes.
[0103] Next, we will explain how to view the animation sequences unlocked during the walking event. Figure 17 shows an example of the display screen for the Trainer Notes mentioned earlier. In the Trainer Notes, you can view various information associated with the character you are viewing. When the Trainer Notes of the character you are viewing are displayed, tapping the animation button 301 will display the animation dialog as shown in Figure 18. In the animation dialog, you can switch the displayed content by tapping the corresponding areas for "Gacha," "Talent Awakening," and "Other" using the tab 311. The animation sequences unlocked during the walking event are categorized under "Other," and tapping the corresponding area for "Other" in tab 311 will display a list of animation sequences associated with the character you are viewing. In the animation dialog, there is an animation button 312 corresponding to each animation sequence. The animation button 312 for unlocked animation sequences is normally displayed, while the animation button 312 for ununlocked animation sequences is grayed out. If you wish to view an unlocked animation sequence, tapping the corresponding animation button 312 will execute the animation sequence. If a tap is made on the animation button 312, which corresponds to an unreleased animation effect, a message will be displayed indicating that it needs to be unlocked in a walking event.
[0104] In the information processing system 10 of this embodiment described above, the player is allowed to select a character to be the target of an event, and based on the result of executing animation sequences related to the walking event associated with that character, the animation sequences linked to that character are unlocked and made freely viewable. In addition, in the information processing system 10 of this embodiment, the affection parameter linked to the target character is also updated based on the result of executing the walking event, and if the affection parameter satisfies the conditions for increasing the affection rank, the story linked to the target character is unlocked and made freely viewable. Furthermore, in the information processing system 10 of this embodiment, in order to execute the walking event, it is necessary to consume walking parameters, which are accumulated according to the game usage status, such as logging in based on the application startup and using the training function and battle function. For this reason, the information processing system 10 of this embodiment can give the player an incentive to use the game in order to accumulate walking parameters in order to execute the walking event. Furthermore, in the information processing system 10 of this embodiment, by experiencing content such as animation effects and stories unlocked through the execution of walking events, players can develop a stronger attachment to characters they previously used infrequently, and it is expected that they will use those characters more often in subsequent gameplay. Therefore, the information processing system 10 of this embodiment can give players a positive motivation to play the game using a variety of characters.
[0105] In particular, in the information processing system 10 of this embodiment, the training function and the battle function have a relationship in which the battle function is used as a means of confirming the results of training characters in the training function, so there is a tendency for players to have a bias in the characters they choose to use. In this embodiment, in order to correct the bias in the frequency of use of characters, instead of forcing players to use characters with low usage frequency in the training function or battle function, players can use their favorite characters in the training function and battle function to accumulate walking parameters, and in walking events, they can select characters with low usage frequency as the target characters for events, thereby easily accumulating affection parameters for characters with low usage frequency, and as a result, content can be unlocked for characters with low usage frequency. By viewing the newly unlocked content, players can strengthen their attachment to characters with low usage frequency, and gain motivation to use a variety of characters.
[0106] Furthermore, in the information processing system 10 of this embodiment, the walking parameters can be reset at periodically occurring reset timings, and the walking parameters are updated to their maximum value upon the first login to the game in the login management cycle. As a result, the walking event can be executed simply by launching the application and logging in once a day, thus providing players with an incentive to continue playing the game.
[0107] Furthermore, in this embodiment, it is possible to execute walking events with multiple different destinations for each character. When executing a walking event, after selecting the character to be the event subject, the player is asked to select a destination for the walking event, and an animation is executed according to the combination of character and destination selected by the player. Therefore, even if the same character is selected as the event subject in the previous and current playthroughs, players can enjoy different animations, which can attract the player's attention and provide an opportunity to deepen their attachment to the character selected as the event subject.
[0108] Furthermore, in this embodiment, the character selection dialog, which is an input interface for selecting characters to be targeted by events, allows the event completion status for each character to be visually displayed by the destination icon 216, thereby improving the convenience of selecting characters to be targeted by events. In addition, in the character selection dialog, pressing and holding the character icon 215 may display a dialog that allows the user to view the unlock status of the animation effects associated with the character corresponding to the character icon 215. That is, the input interface for selecting characters to be targeted by events may allow a dialog showing the details of the event completion status for each character to be called up based on a predetermined input.
[0109] In this embodiment, we have used a game as an example in which a character based on a racehorse is trained, and a parameter indicating the degree of character usage is accumulated, thereby unlocking content. However, the configuration may also be used to provide each function of the information processing system 10 in other games. For example, it can be applied to sports games such as baseball games or soccer games in which players train characters to participate in competitions, and as a result of training the characters, a parameter indicating the degree of character usage is accumulated, thereby unlocking content. It can also be applied to games of other genres, such as idol training games, card battle games, fighting games, action games, battle royale games, and role-playing games in which game media such as characters are used, and a parameter indicating the degree of use of the used game media is accumulated, thereby unlocking content.
[0110] Furthermore, the walking event function provided by the information processing system 10 of this embodiment allows the player to select a character and a destination, and then executes a walking performance in which the player's selected character appears at the destination. However, it is also possible to determine additional characters to appear in the walking performance by lottery, and then execute a walking performance in which the player's selected character appears along with the additional characters determined by lottery. Hereinafter, for the sake of clarity and to distinguish them from additional characters, the character selected by the player may be referred to as the selected character.
[0111] The player terminal 40's walking event function provision unit 83 can perform the lottery to determine the additional characters. When the player terminal 40 performs the lottery to determine the additional characters, it stores an additional character setting table in the walking event data storage unit 74, which sets out candidate additional characters according to the destination. By referring to the additional character setting table, the player terminal 40 can randomly select the additional characters to appear in the current walking event from the candidate additional characters.
[0112] Figure 19 shows an example of an additional character setting table. In the additional character setting table, each destination (destination X, destination Y, and destination Z) is assigned a lottery list ID, and the character type IDs of the additional character candidates (character A, character B, character C, character D, character E, and character F) are linked to the lottery list IDs.
[0113] The lottery to determine the additional character is performed after the destination has been selected, and can be performed, for example, immediately after the destination selection acceptance process (step S109) shown in Figure 4. The lottery to determine the additional character can be performed at any time between the destination selection acceptance process (step S109) and the execution confirmation process (step S111).
[0114] Furthermore, the lottery to determine additional characters is performed by referring to the information of the character and destination selected by the player. Specifically, when a destination is selected in the destination selection acceptance process (step S109), the lottery list ID corresponding to the selected destination is searched, and a check is performed to determine if there is any overlap between the candidate additional character corresponding to the lottery list ID and the character selected in the character selection acceptance process (step S108).
[0115] For example, when a player selects destination X, it is determined whether the selected character overlaps with either character A or character B. If the character type ID of the selected character is different from both character A and character B, then character A and character B become candidates for additional characters. One character type ID is randomly selected from the two characters, for example, so that the selection rate for each character is equal (1 / number of characters), and the character corresponding to the selected character type ID is determined as the additional character. On the other hand, character type IDs that overlap with the selected character are excluded from the list of candidates for additional characters, and the additional character is determined. For example, if the selected character is character A, then the character type ID "1040" corresponding to character A is excluded from the list of candidates for additional characters, and the only candidate for additional character corresponding to lottery list ID "1" is character B (character type ID "1064"). In this case, since there is only one candidate for additional character, the selection rate for character B is 1 / 1, or 100%, and character B is determined as the additional character.
[0116] If an additional character is determined as described above, and the task is killed or otherwise interrupted before the animation sequence is completed, the interrupted animation sequence may not be accurately reproduced. Therefore, if a lottery is held to determine the additional character, the lottery results are stored in the event data storage unit 74. When the animation sequence is re-executed based on the interruption data, the additional character can be identified based on the lottery results stored in the event data storage unit 74, and the interrupted animation sequence can be accurately reproduced. However, if an event occurs during the execution of the animation sequence that interrupts its execution, the additional character may be re-selected by lottery. Alternatively, instead of the lottery to determine the additional character being performed on the player terminal 40, an additional character determination request including the character selection result and destination selection result may be sent to the server 20. The game calculation unit 60 on the server 20 then performs the lottery to determine the additional character and returns a lottery result response including the additional character determination information to the player terminal 40. Upon receiving the lottery result response, the player terminal 40 then performs the animation sequence execution process based on the additional character determination information.
[0117] Furthermore, when an animation sequence is performed in which an additional character appears in addition to the selected character, the motion of the selected character and the motion of the additional character may be partially or completely shared, but the motion of the selected character and the motion of the additional character may also be set individually.
[0118] For example, as shown in Figure 20, the motion of the selected character (selected character motion) and the motion of the additional character (additional character motion) corresponding to the destination can be set individually. In the example shown in Figure 20, for destinations X and Z, there are two types of selected character motions each, while there is one type of additional character motion for each. On the other hand, for destination Y, three types of selected character motions and three types of additional character motions are set. The selected character motion is determined by the combination of the destination and the selected character. When the destination is either destination X or destination Z, the additional character's movement is controlled by a common additional character motion regardless of the type of additional character. When the destination is Y, the additional character's movement can be controlled by an additional character motion corresponding to the selected character motion determined by the combination of the destination and the selected character. Specifically, if the selected character motion is motion B1, the additional character motion is set to motion B11; if the selected character motion is motion B2, the additional character motion is set to motion B12; and if the selected character motion is motion B3, it is set to additional character motion B13. By providing a system where additional character motions are common regardless of the selected character motion, and where additional character motions depend on the selected character motion, it is possible to achieve appropriate expression according to the situation of the animation.
[0119] The method described above, which involves randomly selecting additional characters and reflecting them in the animation, allows for a richer variety of animations, even if the player selects the same character and destination combination, because the appearance of additional characters adds a change. Furthermore, it provides an incentive for players to repeatedly use the walking event function in order to experience all the animation sequences.
[0120] In the lottery to determine additional characters, there may be three or more candidates for each destination, rather than just two, and the number of candidates for additional characters may vary depending on the destination. Also, in the example additional character setting table shown in Figure 19, some characters (for example, Character A and Character C) were assigned to multiple destinations, but each destination may have its own unique additional character set as a candidate. [Explanation of Symbols]
[0121] 10 Information processing systems, 20 Server, 40 Player terminals, 21, 41 Control unit, 22, 42 Storage unit, 23, 45 Communication section, 43 Operation input section, 44 Display section, 50 Server data storage unit, 51 Player management database, 60 Game calculation unit, 70 Terminal data storage unit, 71 Player data storage unit, 72 Training progress data storage unit, 73 Race control data storage unit, 74 Walking event data storage unit, 80 Game execution unit, 81 Training function provision unit, 82 Battle function provision unit, 83 Walking event function provision unit, 84 First parameter update unit, 85 Execution condition determination unit, 86 Selection reception unit, 87 Event execution unit, 88 Second parameter update unit, 89 Content Release Section,
Claims
1. A first parameter update unit updates the first parameter, which is accumulated according to the game usage status. An execution condition determination unit that determines whether the first parameter satisfies the execution conditions of the event, A selection receiving unit that accepts the selection of a first game medium to be the game medium for which the event is to be performed if the event is feasible, An event execution unit that executes the event in association with the first game medium, on the condition that the first parameter is consumed, A second parameter update unit updates the second parameter associated with the first game medium based on the result of executing the aforementioned event, The second parameter is accumulated in association with the game medium used, and as the accumulation of the second parameter progresses, the computer functions as a specific game function provider that provides specific game functions that enable the unlocking of content prepared for each game medium. The aforementioned event is not included in the aforementioned specific game function, The aforementioned event execution unit, A program that controls the execution of an event such that it can either execute a first event, which is a game performance in which the first game performance and the second game performance determined by the lottery appear, or execute a second event, which is a game performance in which the second game performance is controlled to perform a common action regardless of the action of the first game performance, or execute a second event, which is a game performance in which the second game performance is controlled to perform different actions depending on the action of the first game performance.
2. In claim 1, A program that causes a computer to function as a content release unit, releasing content associated with the game medium targeted by the event, based on the results of executing the aforementioned event.
3. In claim 1, The first parameter update unit, A program that updates the first parameter in association with logging into the aforementioned game.
4. In claim 1, The first parameter update unit, A program that allows the first parameter to be reset at periodically occurring reset timings.
5. A first parameter update unit updates the first parameter, which is accumulated according to the game usage status. An execution condition determination unit that determines whether the first parameter satisfies the execution conditions of the event, A selection receiving unit that accepts the selection of a first game medium to be the game medium for which the event is to be performed if the event is feasible, An event execution unit that executes the event in association with the first game medium, on the condition that the first parameter is consumed, A second parameter update unit updates the second parameter associated with the first game medium based on the result of executing the aforementioned event, The system includes a specific game function providing unit that accumulates the second parameter in association with the game medium used, and as the accumulation of the second parameter progresses, provides a specific game function that enables the unlocking of content prepared for each game medium, The aforementioned event is not included in the aforementioned specific game function, The aforementioned event execution unit, An information processing system that determines a second game medium by lottery based on the selection result of the first game medium, executes the event including a game performance in which the first game medium and the second game medium determined by lottery appear, and controls the execution of the event such that there are cases in which the first event is executed, which is a game performance controlled so that the second game medium performs a common action regardless of the action of the first game medium, and cases in which the second event is a game performance controlled so that the second game medium performs different actions depending on the action of the first game medium.
6. A first parameter update step updates the first parameter which is accumulated according to the game usage status, An execution condition determination step that determines whether the first parameter satisfies the execution conditions for the event, A selection acceptance step that accepts the selection of a first game medium to be the game medium for the event if the event is executable, An event execution step which executes the event in association with the first game medium, on the condition that the first parameter is consumed, A second parameter update step, which updates the second parameter associated with the first game medium based on the result of executing the aforementioned event, The computer is made to perform a specific game function provision step, in which the second parameter is accumulated in association with the game medium used, and as the accumulation of the second parameter progresses, a specific game function is provided that enables the release of content prepared for each game medium. The aforementioned event is not included in the aforementioned specific game function, In the aforementioned event execution step, An information processing method for controlling the execution of an event, which involves determining a second game medium by lottery based on the selection result of the first game medium, executing an event that includes a game performance in which the first game medium and the second game medium determined by lottery appear, and which includes a first event in which a game performance is executed in which the second game medium is controlled to perform a common action regardless of the action of the first game medium, and a second event in which a game performance is executed in which the second game medium is controlled to perform different actions depending on the action of the first game medium.