Program, information processing method, and information processing system

The system addresses player inconvenience in conventional game technologies by managing and presenting item and gimmick regeneration conditions, enhancing game appeal through efficient virtual space media management.

JP7863760B2Active Publication Date: 2026-05-22CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-08-28
Publication Date
2026-05-22

AI Technical Summary

Technical Problem

Conventional game technologies lack efficient mechanisms for managing and presenting item and gimmick regeneration or rearrangement in virtual spaces, leading to player inconvenience.

Method used

A system that generates and manages game media in virtual spaces, determining conditions for regeneration or rearrangement based on user interaction, and presents these conditions to players, including reasons for non-regeneration and potential adverse effects on other users.

Benefits of technology

Enhances game appeal by providing efficient management and presentation of item and gimmick regeneration, allowing players to enjoy the game more effectively.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Abstract

To provide a technology that can assist a player in efficiently enjoying a game. [Solution] Game processing execution means 60 executes various processes related to the game. Input operation acceptance means 62 accepts input operations related to the game from the player. Virtual space management means 64 manages the virtual space related to the game. It manages conditions related to the placement of media in the virtual space and determines conditions for regenerating or relocating media in the virtual space when the media is played or acquired by the user. Presentation means 68 presents the conditions determined by the condition management means 66 to the user. Output control means 70 executes control to display various game images, sounds, etc. generated by the game processing execution means 60 on the output unit 16.
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Description

Technical Field

[0001] This disclosure relates to a program, an information processing method, and an information processing system.

Background Art

[0002] In recent years, many contents such as games using virtual spaces have been produced. As an example of such a game, for example, according to Patent Document 1, a technique has been proposed in which a character operated by a player can freely explore and acquire items existing in a virtual space (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] Here, in many conventional technologies including the above-mentioned Patent Document 1, when a player acquires an item or the like arranged in a virtual space, a function of rearranging the same item after a certain period of time has elapsed is provided. However, in many conventional technologies including the above-mentioned Patent Document 1, when an item or the like arranged on a virtual space is acquired, the item is simply rearranged after a certain period of time has elapsed, which is inconvenient for the player.

[0005] This disclosure has been made in view of such a situation, and provides a technology that can assist a player in efficiently enjoying a game.

[0006] To achieve the above object, a first aspect of this disclosure is a computer related to a virtual space, arrangement means for generating or arranging a predetermined medium in the virtual space, A management means for managing the conditions for placing the media in the virtual space, and for determining the conditions for regenerating or rearranging the media in the virtual space when the media is played or acquired by a user, A presentation means for presenting the determined conditions to the user, This is a program that makes it function as such.

[0007] Furthermore, in the first aspect, the medium generated or placed by the placement means may be a game medium or a gimmick in the game relating to the virtual space.

[0008] Furthermore, in the first aspect, the condition determined by the control means may be the time until the medium is regenerated or rearranged.

[0009] In addition, in the first aspect, the management means may decide not to regenerate or rearrange the medium, and the presentation means may, if the management means decides not to regenerate or rearrange the medium, present to the user the reason why the medium cannot be regenerated or rearranged.

[0010] Furthermore, in the first aspect, if the management means decides not to regenerate or rearrange the medium, the presenting means may present to the user the medium and the reason why the medium cannot be regenerated or rearranged.

[0011] In addition, in the first aspect, the management means may decide not to regenerate or rearrange the medium, and the presentation means may present to the user an image indicating that the medium will not be regenerated or rearranged when the management means decides not to regenerate or rearrange the medium.

[0012] Furthermore, in the first aspect, the management means may decide not to regenerate or rearrange the medium, and the presentation means may, if the regeneration or rearrangement of the medium is being hindered by the actions of another user, present to the user that the regeneration or rearrangement of the medium is being hindered by the actions of another user.

[0013] Furthermore, in the first aspect, the above-described program may also function as a means of imposing a predetermined unfavorable effect within the game on other users who are hindering the regeneration or rearrangement of the medium by the actions of other users.

[0014] In the first aspect, the management means may determine the time to regenerate or relocate the medium in the virtual space based on the criterion that has the shortest time to regenerate or relocate the medium among a plurality of criteria.

[0015] In the first aspect, the presentation means may present to the user a location in the virtual space where the same medium can be regenerated or relocated more quickly, if such a location exists elsewhere in the virtual space.

[0016] In addition, in the first aspect, the presentation means may present the conditions determined by the management means to the user for a predetermined period of time after the medium has been played or acquired by the user.

[0017] Furthermore, in the first aspect, the presentation means may present the conditions determined by the management means to the user when a predetermined input operation is performed by the user.

[0018] Furthermore, the second aspect of this disclosure is, A method of information processing performed by a computer in a virtual space. A placement step of generating or placing a predetermined medium in the virtual space, A management step of managing conditions regarding the placement of the medium in the virtual space and determining the conditions for regenerating or repositioning the medium in the virtual space when the medium is played or acquired by the user; A presentation step of presenting the determined conditions to the user; An information processing method including these.

[0019] Furthermore, a third aspect of the present disclosure is An information processing system related to a virtual space, comprising A placement means for generating or placing a predetermined medium in the virtual space; A management means for managing conditions regarding the placement of the medium in the virtual space and determining the conditions for regenerating or repositioning the medium in the virtual space when the medium is played or acquired by the user; A presentation means for presenting the determined conditions to the user; An information processing system including these.

[0020] The information processing method and information processing system according to one aspect of the present disclosure are also provided as an information processing method or information processing system corresponding to the program according to one aspect of the present disclosure.

Advantages of the Invention

[0021] According to the present disclosure, it is possible to provide a technology that can enhance the appeal of a game and assist a player in efficiently enjoying the game.

Brief Description of the Drawings

[0022] [Figure 1] It is a diagram showing an example of the configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] It is a diagram showing an example of the hardware configuration of a game device constituting the information processing system according to an embodiment of the present disclosure. [Figure 3] It is a diagram showing an example of the functional configuration of a game device and a server constituting the information processing system according to an embodiment of the present disclosure. [Figure 4]This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure. [Figure 5] This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure, and is a different example from the example in Figure 4. [Figure 6] This figure shows an example of an image displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure, and is a different example from the examples in Figures 4 and 5. [Figure 7] This figure shows an example of the flow of various processes performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure. [Modes for carrying out the invention]

[0023] [Embodiment] First, before describing embodiments of the present invention, we will briefly describe the games to which the information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applied. The games to which this system applies (hereinafter referred to as "the game") include, for example, RPGs (Role-Playing Games) and action RPGs. In the game, players can freely control their character in a virtual space, strengthen their character by repeatedly engaging in battles with enemy characters, and progress through the game. Players then experience various content set within the game and ultimately aim to clear the game.

[0024] Here, we will explain one example of a distinctive feature in this game. (1) Placement items This system places any game medium (hereinafter referred to as "item") in a designated area of ​​the game's virtual space. Players can acquire the placed item by controlling their character to move the character into that area and performing a designated input operation (for example, pressing the confirm button). Once an item placed in the virtual space is acquired by a character, it is repositioned after a certain period of time has elapsed. Specifically, this system repositions the target item in the virtual space when there are no characters or other objects near the target item's location and a certain amount of time has elapsed in the game. (2) Gimmick Furthermore, this system generates arbitrary mechanical events (hereinafter referred to as "gimmicks") in designated areas of the game's virtual space. When a player moves their character to that area, the target gimmick is automatically regenerated. The system then regenerates the target gimmick if there are no characters or other objects near the location of the target item and a certain amount of time has passed in the game. The term "gimmick" here includes things like falling stalactites, earthquakes, dam collapses, and house collapses. The specific specifications of these gimmicks are arbitrary, but for example, if a dam or house collapses, a durability value can be set for each gimmick, and when the durability value reaches 0, the gimmick will regenerate by collapsing.

[0025] Figure 1 shows an example of the configuration of an information processing system according to one embodiment of the present disclosure. As shown in Figure 1, this system consists of a game device 1 and a server 2. The game device 1 and the server 2 are interconnected via a predetermined network N, such as the Internet. However, the network N is not a mandatory component; for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc., may be used. Hereafter, when simply referred to as "image," it includes both "moving images" and "still images."

[0026] Game device 1 is used by players who wish to apply the services provided by this system. Game device 1 consists of a general-purpose home game console, PC (Personal Computer), smartphone, tablet, etc. Game device 1 performs various processes necessary for the progress of this game.

[0027] Server 2 is managed by the system administrator, etc. Server 2 is composed of a general-purpose PC or similar device. Server 2 communicates with game device 1, etc., and saves and manages various information necessary for the progress of this game.

[0028] Figure 2 shows an example of the hardware configuration of a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0029] As shown in Figure 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20.

[0030] The control unit 11 is composed of a microcomputer including a CPU, GPU, and semiconductor memory. The control unit 11 executes various processes according to the program recorded in the ROM 12 or the program loaded from the storage unit 18 into the RAM 13. RAM13 also stores information necessary for the control unit 11 to perform various processes.

[0031] The control unit 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0032] The output unit 16 outputs image information or audio information to a display or speaker. The image information or audio information output by the output unit 16 is output from the display or speaker in a format that can be recognized by a person as an image or sound.

[0033] The input unit 17 is, for example, a game controller, and it inputs various information in response to the player's input operations.

[0034] The memory unit 18 consists of an HDD (Hard Disk Drive) or SSD (Solid State Drive), and stores various types of information. For example, the memory unit 18 stores various game programs necessary for game progression, save data, account information, and so on.

[0035] The communications unit 19 controls communications with other hardware, etc., via the network N, including the Internet.

[0036] A drive 20 is provided as needed. A removable media 31, consisting of a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately mounted in the drive 20. Various programs for running the game are stored in the removable media 31. Programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable media 31 can store various types of information stored in the memory unit 18, just as the memory unit 18 does.

[0037] Here, the hardware configuration of Server 2 can be basically the same as that of Game Device 1, so we will omit the explanation.

[0038] Figure 3 shows an example of the functional configuration of a game device and server constituting an information processing system according to one embodiment of the present disclosure. As shown in Figure 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation receiving means 62, a virtual space management means 64, a condition management means 66, a presentation means 68, and an output control means 70 by executing various programs.

[0039] The game processing execution means 60 of the game device 1 performs various processes related to the game. Specifically, the game processing execution means 60 executes the game program and generates 2D or 3D images and sounds related to the game, by reading virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations from the player or other users. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various information related to the game to the server 2 as appropriate.

[0040] The input operation receiving means 62 receives game-related input operations from the player. The information regarding input operations received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick used for the input operation, information regarding the time the input operation was performed, and information regarding the number of times the button was pressed.

[0041] The virtual space management means 64 performs the management of the virtual space related to this game. Specifically, the virtual space management means 64 includes an item placement means 80 and a gimmick generation means 82. The item placement means 80 places a predetermined medium in the virtual space. Specifically, the item placement means 80 places and manages the target item in a predetermined area of ​​the virtual space. The gimmick generation means 82 generates a predetermined medium in the virtual space. Specifically, the gimmick generation means 82 generates and manages the target gimmick in a predetermined area of ​​the virtual space.

[0042] The condition management means 66 manages the conditions for placing media in the virtual space and determines the conditions for regenerating or repositioning media in the virtual space when media is played or acquired by a user. Specifically, the condition management means 66 includes a rearrangement time determination means 90 and a regeneration time determination means 92. The relocation time determination means 90 determines the time to relocate an item that has been placed by the item placement means 80 if it has been acquired by a character. The relocation time determination means 90 also determines not to relocate an item if there is an obstacle (e.g., a character) near the area where the item is to be relocated that would prevent relocation. The regeneration time determination means 92 determines the time until the target gimmick is regenerated when a gimmick generated by the gimmick generation means 82 is regenerated. The gimmick generation means 82 also decides not to regenerate the target gimmick if there is an obstacle (e.g., a character) near the area where the target gimmick is to be regenerated that would prevent regeneration.

[0043] The presentation means 68 presents the conditions determined by the condition management means 66 to the user. Specifically, the presentation means 68 presents the player with the time until the target item, determined by the relocation time determination means 90, is relocated, or the time until the target gimmick, determined by the regeneration time determination means 92, is regenerated.

[0044] The output control means 70 performs control to display various game images, sounds, etc., generated by the game processing execution means 60 on the output unit 16.

[0045] As shown in Figure 3, the control unit 100 of server 2 executes various programs, thereby enabling the game information management means 120 to function.

[0046] The game information management means 120 of server 2 manages various information necessary for the game to progress on game device 1 and executes various processes. Specifically, for example, the game information management means 120 performs authentication for account information transmitted from game device 1, and delivers game information in response to download requests for various game information from game device 1.

[0047] Figures 4 to 6 are diagrams showing examples of images displayed on a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0048] In the example shown in Figure 4, the character C1, which is the target of the player's operation, the item A1 placed in the virtual space, and the cursor P1, which functions as the starting point for the player's input operations are displayed. Cursor P1 functions as a starting point for player input by moving to any position in the virtual space based on the player's input. In the example in Figure 4, the player can acquire item A1 by moving cursor P1 over item A1 placed in the virtual space and performing a predetermined input operation (for example, pressing the OK button).

[0049] In contrast, the example in Figure 5 shows a case where, after item A1 is acquired in the example in Figure 4, character C1 moves and a predetermined input operation is performed, and the time until item A1 is repositioned is displayed. In this game, as mentioned above, once an item placed in the virtual space is acquired, the item will be repositioned after a certain period of time has elapsed. Therefore, in the example in Figure 5, the time "2 minutes and 35 seconds," which is the time until the "Enhancement Mushroom" is repositioned, is displayed because cursor P1 has been moved to the planned repositioning location of the target item, "Enhancement Mushroom." In this way, even after the player has acquired an item placed in the virtual space, if the player performs a predetermined input operation (for example, selecting the planned repositioning location of the item with cursor P1), the system will display to the player the time until the target item is repositioned. Note that in the example in Figure 5, the target item, "Enhancement Mushroom," has already been acquired and is in a state where it cannot be acquired (it is not visible from the player's perspective), so it is displayed with a dotted line.

[0050] On the other hand, Figure 6 shows an example where, after item A1 is acquired in the example in Figure 4, the item is not repositioned because character C1 remains nearby. In the example in Figure 6, unlike the example in Figure 5, character C1 is located near the intended relocation site for item A1. In such a case, the system will not relocate the item, as it will perceive an obstacle preventing its relocation. Therefore, in the example in Figure 6, the time until the target item, "Enhancement Mushroom," is respawned is not displayed, and the player is shown an association between the item to be respawned, "Enhancement Mushroom," and the reason why respawning is not possible, "Cannot respawn because there are characters nearby." Although omitted in the example in Figure 6, this system may also present the player with an image that changes the way the item to be respawned is displayed, for example, by displaying the item's image faintly, when respawning is not performed.

[0051] Figure 7 shows an example of the processing flow performed by a game device that constitutes an information processing system according to one embodiment of the present disclosure.

[0052] In step S1, the input operation receiving means 62 receives an input operation instructing the acquisition of an item placed in the virtual space.

[0053] In step S2, the game processing execution means 60 executes the process of acquiring items placed in the virtual space.

[0054] In step S3, the relocation time determination means 90 determines whether or not there is an obstacle (e.g., a character) near the area where the target item is to be relocated that would hinder the relocation. If an obstacle exists that prevents repositioning, the repositioning time determination means 90 determines step S3 as YES, and the process returns to the point immediately before step S3. The example in Figure 6 above shows, for example, an example of a game image presented to the player when step S3 is determined to be YES (an obstacle exists that prevents repositioning). In contrast, if there are no obstacles preventing relocation, the relocation time determination means 90 determines step S3 as NO, and the process proceeds to step S4.

[0055] In step S4, the relocation time determination means 90 determines the time to relocate the target item if there are no obstacles preventing relocation. The time to relocate may be determined arbitrarily by the management of this system, but it may also be predetermined for each type of target item, for example.

[0056] In step S5, the presentation means 68 presents the player with the time remaining until the target item, as determined by the repositioning time determination means 90, is repositioned. This completes the various processes related to item repositioning performed by the game device 1. The flow of various processes related to the regeneration of the gimmick performed by the game device 1 can be the same as the flow of various processes shown in Figure 7, so an explanation is omitted here.

[0057] Although one embodiment of the present disclosure has been described above, the present disclosure is not limited to the embodiment described above, and modifications, improvements, etc., to the extent that they can achieve the purpose of the present disclosure are included in the present disclosure.

[0058] [Other embodiments] Furthermore, although the above-described embodiment assumed that the system automatically plays gimmicks, it is not limited to this. The system may also play gimmicks when a predetermined input operation is performed by the player. Specifically, for example, the system may play a gimmick such as a drum burning when a character performs an attack action against a drum placed in a virtual space such as a factory.

[0059] Furthermore, although the above-described embodiment assumed that the system automatically rearranges items and regenerates gimmicks, it is not limited to this. The system may also rearrange or regenerate items only when a predetermined input operation is performed by the player.

[0060] Furthermore, although not explained in the embodiments described above, the rearrangement or regeneration performed by this system may be carried out, for example, as follows: The system may rearrange or regenerate the target item to the same position where it was originally placed, or the gimmick to the same position where it was originally played. However, the same position here does not mean that the XYZ coordinates in the virtual space are exactly the same, and there may be some slight discrepancies in some of the coordinates.

[0061] Furthermore, in the embodiments described above, the system was described as displaying the time until an item is repositioned or a gimmick is regenerated when the cursor is moved to the position in the virtual space where the item is scheduled to be repositioned, but it is not limited to this. The timing at which this system presents various information to the player is arbitrary. For example, the system may present the player with the time until the item is repositioned or regenerated for a predetermined period of time from the time an item placed by the player is acquired or the target gimmick is regenerated.

[0062] Furthermore, although the above-described embodiment has been explained as displaying the time until an item is repositioned or a gimmick is regenerated, it is not limited to this. The system may, for example, employ conditions other than the time until an item is repositioned or a gimmick is regenerated to reposition items or regenerate gimmicks.

[0063] Furthermore, although the above-described embodiment assumed that the game is intended for single-player gameplay, it is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, not just a solo game.

[0064] In this game, if multiple players participate, for example, another player might maliciously move near an item that is being repositioned, thereby preventing the item from being repositioned. If another player engages in such disruptive behavior, this system may impose adverse effects on the player, such as banning the player, restricting game progress (e.g., preventing participation in quests), reducing the rewards given to the player, restricting participation in the game (e.g., preventing participation in multiplayer), or disclosing the player's name in the game community (e.g., in-game bulletin boards or player announcements).

[0065] Furthermore, although not explained in the embodiments described above, the system may resume rearranging items or regenerating gimmicks according to any specifications once the obstacles preventing the rearrangement of items or the regeneration of gimmicks (for example, the presence of a character) have been removed. This system may, for example, immediately rearrange items or regenerate gimmicks once the obstacle is removed. Furthermore, this system may, for example, immediately relocate items or regenerate gimmicks if it determines that enough time has elapsed for relocation or regeneration once the obstacle has been removed. In this case, even if there is an obstacle to relocation or regeneration (the character is in a location that prevents relocation or regeneration), this system may determine the time until relocation or regeneration and count the elapsed time (the elapsed time until relocation or regeneration does not necessarily have to be reset). Conversely, if there is a failure in relocation or regeneration, the system may, for example, not count the time elapsed until relocation or regeneration, but instead determine and start counting the time from the point when the failure is resolved until relocation or regeneration again (the time until relocation or regeneration may be reset).

[0066] Furthermore, although not explained in the embodiments described above, this system may reposition the item or regenerate the gimmick when there are no longer any obstacles (e.g., the presence of a character) that would prevent the item from being repositioned or the gimmick from being regenerated, and the character approaches the intended position for the item to be repositioned or regenerated again. If this system employs such a system, the player can easily understand that the repositioning or regeneration was being prevented by some obstacle by observing the moment of repositioning or regeneration. On the other hand, although detailed explanations were omitted in the embodiments described above, this system may reposition or regenerate items when there are no obstacles (e.g., the presence of a character) that would hinder the repositioning of items or the regeneration of gimmicks, and when the character has moved far away from the location where the item was to be repositioned or the gimmick was to be regenerated. This method is considered to have practical benefits when it would be unnatural for the repositioning or regeneration to be visible to the player.

[0067] Furthermore, although not explained in the above embodiment, if the system identifies a cause that is hindering the rearrangement of items or the regeneration of gimmicks, it may, instead of refraining from rearranging or regenerating, perform a process to eliminate the cause of the obstruction (for example, by moving the position of the character causing the obstruction) and then proceed with the rearrangement or regeneration. In this case, the system may decide whether or not to perform a process to eliminate the obstructing cause (for example, moving the position of the obstructing character) based on whether that process would be advantageous or disadvantageous to the player. Specifically, for example, the system may forcibly reposition a character if it is unintentionally hindering repositioning even though the player could acquire an item that would be advantageous to them, or conversely, it may not forcibly regenerate a gimmick if the player is taking actions that deliberately prevent the regeneration of a gimmick that would have a disadvantageous effect on the player.

[0068] Furthermore, although not explained in the embodiments described above, this system may or may not include the relocation or regeneration of enemy characters (so-called boss characters, etc.) or tasks (so-called quests) for which rewards are set within the game, as targets for relocation or regeneration.

[0069] Furthermore, although only briefly explained in the embodiments described above, this system may, especially when performing multiplayer as described above, present to the player the reason why it does not rearrange or regenerate based on the actions of other players.

[0070] Furthermore, although only briefly explained in the embodiments described above, when this system determines the time until relocation or regeneration based on multiple criteria, it may determine the time until relocation or regeneration based on predetermined processing for those multiple criteria. Specifically, this system can manage the time until relocation based on multiple criteria, such as the relocation time set for each item, the time cycle in the game (seasons, etc.), and the game's progress (event completion status, etc.). When this system manages the time until item relocation based on such multiple criteria, it may, for example, determine the shortest time among the multiple criteria as the time until item relocation. Note that the shortest time here may simply be the shortest time selected as a criterion, or it may be the criterion that will result in the shortest possible relocation or regeneration from the current time.

[0071] Furthermore, although not explained in the embodiments described above, if multiple identical items or gimmicks are placed or generated in the virtual space, and there are other locations in the virtual space where the same item or gimmick can be relocated or regenerated more quickly, the system may present the player with the location of that item or gimmick.

[0072] Furthermore, although the above-described embodiment was explained as a game whose ultimate goal is to complete, it is not limited to this. The game may be a game that does not presuppose completion.

[0073] Furthermore, in the embodiments described above, the system adopted the condition that no characters or other objects exist near the target location as a condition for relocation or regeneration, but it is not limited to this. Whether or not the system adopts such additional conditions is optional, and the system may, for example, perform relocation or regeneration simply based on the passage of time.

[0074] Furthermore, although the above embodiments described the system as being played with a cursor displayed, it is not limited to this. The system may, for example, be set with the center of the game image (or a predetermined range from the center) as the starting point and play the game without displaying a cursor or the like. In this case, the system may, for example, acquire various items or play gimmicks by performing input operations so that an item or gimmick is displayed at the center of the game image.

[0075] Furthermore, although not explained in the above embodiment, this game may also be equipped with the following mechanisms, for example. (1) This game may include a mechanism in which, for example, when an enemy character is defeated, an item is generated from the defeated enemy character. (2) The game may include, for example, a mechanism for applying the rearrangement of items in the above-described embodiment to items generated by (1).

[0076] Furthermore, although not explained in the above embodiment, this game may also be equipped with the following mechanisms, for example. (1) This game may include, for example, a game device (hereinafter referred to as "Slinger") that allows players to acquire items from a distance or grab (attack) enemies. (2) The game may include a mechanism that displays the name of the item shown in the game image when the player aims (points the slinger) to use the slinger described in (1). (3) The game may have a mechanism that allows the player to acquire the item closest to the center of the reticle when using (firing) the slinger described in (1). (4) The game may include a mechanism in which, when using (firing) the slinger described in (1), if multiple items are in the line of fire, the player can acquire the item closest to them. (5) In cases where multiple items exist, such as in (4), this game may have a mechanism to change the way obtainable items are displayed (for example, by drawing a box around the items) in order to make it easier to see which items can be obtained by the Slinger in (1). (6) The game may include a mechanism that allows the player to acquire an item even if it is not within the Slinger's aiming reticle (even if it is slightly off). (7) The game may have a mechanism that allows the player to acquire the Slinger (1) if there is an obstacle in the straight line of sight. In this case, the name of the item that cannot be acquired due to the obstacle does not need to be displayed. The game may also have a mechanism that allows the player to acquire the next highest priority item (the item next closest to the reticle) in this case. (8) The game may include a mechanism that allows the player to track items or enemies even if they move along the way, as long as they are within a certain range from the point where the Slinger was used (fired) in (1), and to acquire items or grab (attack) enemies. The cursor in the above-described embodiment may be an example of a starting point for performing the aiming operation in the slinger in (1).

[0077] Furthermore, although not described in the embodiments described above, this game may be run on any hardware, such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0078] Furthermore, although not explained in the embodiments described above, the content of the games covered by this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games (including so-called open world games), simulation games, sports games, card games, battle royale (symmetrical and asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, quiz games, and so on.

[0079] Furthermore, the series of processes described above can be executed by hardware or by software. In other words, the functional configurations shown in Figure 3 are merely examples and are not particularly limiting. In other words, it is sufficient for the information processing system to have a function that can execute the series of processes described above as a whole, and the type of functional block used to realize this function is not limited to the examples shown in Figure 3. Furthermore, the location of the functional block is not limited to the examples shown in Figure 3, and can be arbitrary. Furthermore, a single functional block may consist of hardware alone, software alone, or a combination of both.

[0080] Specifically, for example, this system may consist of multiple game devices 1 connected by a method such as P2P (Peer to Peer), and various processes executed on the server 2 of the above embodiment may be performed by other game devices 1. In other words, the server 2 is not an essential component of this system and is not limited to it.

[0081] Furthermore, the number and users of the various hardware components that make up this system are arbitrary, and it may also include other hardware components.

[0082] Furthermore, when a series of processes are executed by software, the programs that make up that software are installed on a computer or other device from a network or storage medium.

[0083] Furthermore, the computer may be one that is built into dedicated hardware. Also, the computer may be one that can perform various functions by installing various programs. In other words, for example, any computer, any mobile device such as a smartphone, any game console, etc., may be freely used as the various hardware in the above-described embodiment. Furthermore, any combination of types and contents of various input and output units may be adopted.

[0084] Furthermore, such a recording medium containing a program may consist not only of a removable medium (not shown) provided separately from the main unit of the device to provide the program to a player or the like, but may also consist of a recording medium that is pre-installed in the main unit of the device and provided to the player.

[0085] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the embodiments above. It may be processed in a different order, and some processes may be omitted in parallel or individually, or only some processes may be executed.

[0086] Furthermore, in this specification, the term "system" refers to an overall system composed of multiple devices, means, etc.

[0087] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.

[0088] In summary, the information processing system to which this disclosure applies can take various forms having the following configurations. The computer used in the virtual space A placement means (for example, a virtual space management means 64) for generating or placing a predetermined medium in the virtual space, A management means (e.g., condition management means 66) manages the conditions for placing the medium in the virtual space and determines the conditions for regenerating or rearranging the medium in the virtual space when the medium is played or acquired by the user, A presentation means (for example, presentation means 68) for presenting the determined conditions to the user, Any program that functions as such will suffice.

[0089] In other words, the virtual space management means 64 functions as a placement means. The condition management means 66 functions as a management means. The presentation means 68 functions as a presentation means.

[0090] This allows players to enjoy playing the game more efficiently. [Explanation of Symbols]

[0091] 1 Game device 11 Control Unit 60 Game Processing Execution Means 62 Input operation receiving means 64 Virtual Space Management Methods 80 Item Placement Methods 82 Gimmick Generation Methods 66 Condition control measures 90 Relocation time determination means 92 Regeneration time determination means 68 Presentation means 70 Output control means 2 servers 100 Control Unit 120 Game Information Management Methods

Claims

1. The computer used in the virtual space A means for generating or placing a predetermined medium in the virtual space, A management means for managing the conditions relating to the placement of the medium in the virtual space, and for determining a first condition which is the time until the medium is regenerated or replaced in the virtual space when the medium is played or acquired by a user, A presentation means for presenting the user with the time of the first condition that has been determined, To make it function as, The management means can decide not to regenerate or rearrange the medium if the second condition regarding the regeneration or rearrangement of the medium is met. The presentation means presents to the user the reason why the medium cannot be regenerated or rearranged when the medium is not regenerated or rearranged by the management means and the time specified in the first condition has elapsed. program.

2. The medium generated or placed by the placement means is a game medium or a gimmick in a game relating to the virtual space. The program according to claim 1.

3. The presentation means, when the management means decides not to regenerate or rearrange the medium, presents to the user the medium and the reason why the medium cannot be regenerated or rearranged. The program according to claim 1.

4. The presenting means presents to the user an image indicating that the medium will not be regenerated or rearranged when the management means decides not to regenerate or rearrange the medium. The program according to claim 1.

5. The presenting means presents to the user that the regeneration or rearrangement of the medium is being hindered by the actions of another user, when the regeneration or rearrangement of the medium is being hindered by the actions of another user. The program according to claim 1.

6. The presentation means presents the conditions determined by the management means to the user for a predetermined period of time after the medium has been played or acquired by the user. The program according to claim 1.

7. The presentation means presents the conditions determined by the management means to the user when the user performs a predetermined input operation. The program according to claim 1.

8. A computer relating to a virtual space, A means for generating or placing a predetermined medium in the virtual space, A management means for managing the conditions for placing the media in the virtual space, and for determining the conditions for regenerating or rearranging the media in the virtual space when the media is played or acquired by a user, A presentation means for presenting the determined conditions to the user, To make it function as, The management means can decide not to regenerate or rearrange the medium. The aforementioned presentation means, when the regeneration or rearrangement of the medium is being hindered by the actions of another user, presents to the user that the regeneration or rearrangement of the medium is being hindered by the actions of another user. When the regeneration or rearrangement of the aforementioned medium is hindered by the actions of other users, the system further functions as a means of imposing a predetermined unfavorable effect within the game on the other user hindering the regeneration or rearrangement. program.

9. A computer relating to a virtual space, A means for generating or placing a predetermined medium in the virtual space, A management means for managing the conditions for placing the media in the virtual space, and for determining the conditions for regenerating or rearranging the media in the virtual space when the media is played or acquired by a user, A presentation means for presenting the determined conditions to the user, To make it function as, The condition determined by the control means is the time until the medium is regenerated or rearranged. The management means determines the time to regenerate or relocate the medium in the virtual space based on the criterion that has the shortest time to regenerate or relocate the medium among a plurality of criteria. program.

10. A computer relating to a virtual space, A means for generating or placing a predetermined medium in the virtual space, A management means for managing the conditions for placing the media in the virtual space, and for determining the conditions for regenerating or rearranging the media in the virtual space when the media is played or acquired by a user, A presentation means for presenting the determined conditions to the user, To make it function as, The presentation means presents to the user a location in the virtual space where the same medium can be regenerated or relocated more quickly, if such a location exists elsewhere in the virtual space. program.

11. A method of information processing performed by a computer in a virtual space. A placement step of generating or placing a predetermined medium in the virtual space, A management step that manages the conditions for placing the media in the virtual space, and determines a first condition which is the time until the media is regenerated or repositioned in the virtual space when the media is played or acquired by the user. A presentation step of presenting the user with the time of the first condition that has been determined, Includes, The management step can determine not to regenerate or rearrange the medium if the second condition regarding the regeneration or rearrangement of the medium is met. The presentation step is to present to the user the reason why the media cannot be regenerated or rearranged when the media is not regenerated or rearranged by the management step and the time specified in the first condition has elapsed. Information processing methods.

12. An information processing system related to virtual space. A means for generating or placing a predetermined medium in the virtual space, A management means for managing the conditions relating to the placement of the medium in the virtual space, and for determining a first condition which is the time until the medium is regenerated or replaced in the virtual space when the medium is played or acquired by a user, A presentation means for presenting the user with the time of the first condition that has been determined, Equipped with, The management means can decide not to regenerate or rearrange the medium if the second condition regarding the regeneration or rearrangement of the medium is met. The presentation means presents to the user the reason why the medium cannot be regenerated or rearranged when the medium is not regenerated or rearranged by the management means and the time specified in the first condition has elapsed. Information processing system.