Programs and Systems

The program and system improve user engagement in action RPG games by providing interactive explanatory information about story components, addressing the challenge of tracking multiple characters and maintaining interest.

JP7877399B2Inactive Publication Date: 2026-06-22COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
COLOPL
Filing Date
2024-07-31
Publication Date
2026-06-22
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

In action RPG games with numerous story components, users find it difficult to keep track of characters, leading to decreased interest and potential abandonment of the game.

Method used

A program and system that provides explanatory information about story components based on user interaction, updating and presenting this information according to the user's viewing status, using a mechanism that includes help buttons and a descriptive information management system.

Benefits of technology

Enhances user interest by facilitating understanding of the story, thereby encouraging continued gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase user interest. The program causes a computer to function as a presentation unit that presents explanatory information about elements of a story provided in content based on a user's operation. The explanatory information changes based on attribute information of the content.
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Description

Technical Field

[0001] The present invention relates to a program and a system.

Background Art

[0002] Generally, a user can enjoy the development of a story provided in the content by using the content.

[0003] However, depending on the content, the number of story components such as characters increases, making it difficult to grasp the story.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Therefore, an object of the present invention is to provide a program and a system that can improve the user's interest.

Means for Solving the Problems

[0006] According to one aspect of the present invention, there is provided a program that causes a computer to function as a presentation means for presenting explanation information of components of a story provided in content based on a user operation. The presentation means presents the explanation information of the component when the component is displayed during the presentation of the story in the area where the story is provided. The aforementioned story is modified as its elements progress. The explanatory information is processed and presented according to the viewing status of the story.

Effects of the Invention

[0007] This invention makes it possible to improve user interest. [Brief explanation of the drawing]

[0008] [Figure 1] A diagram showing an example of the configuration of a game system according to the embodiment. [Figure 2] A diagram showing an example of the hardware configuration of a user device. [Figure 3] A diagram showing an example of the hardware configuration of a server device. [Figure 4] A diagram showing an example of the functional configuration of a user terminal. [Figure 5] A diagram showing an example of the functional configuration of a server device. [Figure 6] A flowchart illustrating an example of the processing steps of a game system. [Figure 7] An example of a story viewing screen. [Figure 8] A diagram showing an example of a descriptive information management table. [Figure 9] A diagram showing an example of an explanation screen. [Figure 10] A diagram illustrating the case where the content is an e-book. [Modes for carrying out the invention]

[0009] Embodiments of the present invention will be described below with reference to the drawings. Figure 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Figure 1 is configured to enable users to play games online, for example, and includes a user terminal 10 and a server device 20.

[0010] The user terminal 10 is, for example, an electronic device used by a user. In this embodiment, it is assumed that the user terminal 10 is, for example, a smartphone, but the user terminal 10 may be other electronic devices such as a tablet device, a personal computer, or a video game console.

[0011] The server device 20 is provided to enable a user to play a game using the user terminal 10, and is communicably connected to the user terminal 10 via a network 30 such as the Internet.

[0012] Although only one user terminal 10 is shown in FIG. 1, the game system 1 may include a plurality of user terminals used by a plurality of users who can play the game.

[0013] FIG. 2 shows an example of the hardware configuration of the user terminal 10 shown in FIG. 1. Here, referring to FIG. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.

[0014] As shown in FIG. 2, the user terminal 10 includes a non-volatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0015] The non-volatile memory 11 stores various programs. The various programs stored in the non-volatile memory 11 include, for example, an operating system (OS) and various application programs operating on the user terminal 10.

[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of a plurality of processors.

[0017] Note that the various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 to the main memory 13 and executed by the CPU 12. The programs executed by the CPU 12 (for example, application programs) include a game program 13A for operating as a user terminal in the game system 1.

[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20 or the like).

[0019] The display 15 is a device for displaying various screens related to a game played by a user, for example.

[0020] The touch panel 16 is a device for detecting the position where a user's fingertip or the like has touched, and is disposed, for example, so as to overlap the front surface of the display 15.

[0021] The display 15 and the touch panel 16 constitute a touch screen display, and various operations of the user with respect to the screen can be detected by the touch screen display.

[0022] FIG. 3 shows an example of the hardware configuration of the server device 20 shown in FIG. 1. As shown in FIG. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.

[0023] The nonvolatile memory 21 stores various programs. The various programs stored in the nonvolatile memory 21 include, for example, an operating system (OS) and various application programs operating on the server device 20 and the like.

[0024] The CPU 22 is a processor for controlling the operations of various components within the server device 20, and executes, for example, various programs stored in the nonvolatile memory 21. The CPU 22 may be a single processor or may be composed of a plurality of processors.

[0025] Furthermore, various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22. The programs executed by the CPU 22 (for example, application programs) include a game program 23A for operating as a server device in the game system 1.

[0026] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, a user terminal 10).

[0027] The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to this embodiment has a function that enables a user to play a game by having, for example, a user terminal 10 and a server device 20 work together.

[0028] Here, we will describe the overview of the games that users can play in this embodiment. The game system 1 according to this embodiment provides a gameplay environment in which it is possible to play a game that has elements of an action game and elements of a role-playing game (hereinafter referred to as an action RPG game).

[0029] Furthermore, as an action game element of an action RPG game, the user can move their character, which is placed in a virtual space (for example, the game space) provided in the game play environment, by performing a predetermined operation on the user terminal 10, and engage in battles between the user's character and enemy characters.

[0030] Furthermore, as a role-playing game element inherent in action RPG games, users can develop their characters as they progress through the game.

[0031] Figure 4 shows an example of the functional configuration of the user terminal 10. As shown in Figure 4, the user terminal 10 includes an operation reception unit 101, a control unit 102, a display processing unit 103, and a storage unit 104.

[0032] The operation reception unit 101, control unit 102, and display processing unit 103 shown in Figure 4 are functional units realized by, for example, the CPU 12 of the user terminal 10 executing the game program 13A described above (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or it may be pre-stored on a computer-readable storage medium and distributed. The CPU 12 is an example of a computer in the user terminal 10 that executes the game program 13A according to this embodiment.

[0033] Furthermore, the storage unit 104 shown in Figure 4 is realized by the non-volatile memory 11 shown in Figure 2 or other storage devices (not shown), etc.

[0034] The operation reception unit 101 receives user input for playing the action RPG game in this embodiment. As described above, if the user terminal 10 is a smartphone, the operations received by the operation reception unit 101 include operations in which the user touches the touch panel 16 on the user terminal 10 with their fingertips (for example, tap operations, long tap operations, and swipe operations).

[0035] The control unit 102 performs control to advance the action RPG game based on the operation received by the operation reception unit 101.

[0036] The display processing unit 103 displays various screens for playing an action RPG game, in accordance with the control of the control unit 102.

[0037] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who is able to play the action RPG game, but the game data is common data among such accounts and is referenced when executing the game program 13A described above. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the action RPG game. On the other hand, user data is data about a user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (for example, user data about the user using the user terminal 10) includes, for example, data for managing the user's game progress, the characters the user possesses, and the items the user has acquired.

[0038] Figure 5 shows an example of the functional configuration of the server device 20. As shown in Figure 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.

[0039] The storage unit 201 shown in Figure 5 is implemented by the non-volatile memory 21 shown in Figure 3 or other storage devices (not shown).

[0040] Furthermore, the data management unit 202 and control unit 203 shown in Figure 5 are functional units realized by, for example, the CPU 22 of the server device 20 executing the game program 23A described above (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or it may be pre-stored on a computer-readable storage medium and distributed. Note that the CPU 22 is an example of a computer in the server device 20 that executes the game program 23A according to this embodiment.

[0041] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the user terminal 10 described above. The storage unit 201 also stores user data for each user registered with the game system 1 (for example, a user for whom an account has been issued).

[0042] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 performs processes such as adding, updating, and deleting game data and user data.

[0043] Furthermore, game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10.

[0044] The control unit 203 performs various processes to provide a gameplay environment for playing an action RPG game (for example, to enable the user to play an action RPG game).

[0045] In this embodiment, "provision of a game play environment" is realized by a game program that runs on the game system 1 (for example, the game program 13A executed on the user terminal 10 and the game program 23A executed on the server device 20). However, the game program according to this embodiment may be a part of the game programs 13A and 23A described above.

[0046] Furthermore, in the game system 1 according to this embodiment, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Moreover, the game system 1 may include other devices besides the user terminal 10 and the server device 20. That is, the game programs according to this embodiment (for example, game programs 13A and 23A) can be executed on the user terminal 10, the server device 20, or other devices.

[0047] By the way, the action RPG game in this embodiment is equipped with quests that the user can play. When a quest is started in the action RPG game, a virtual space where the user's character is placed is displayed on the screen of the user terminal 10 (for example, display 15), and the character moves within the virtual space and battles enemy characters based on the user's input to the user terminal 10. In the action RPG game, the user can develop their character by winning battles against such enemy characters (for example, clearing quests). When a quest is cleared, it is also possible to obtain rewards that are useful for progressing in the game, for example. Rewards include items that can be used in the action RPG game.

[0048] Furthermore, the action RPG game in this embodiment has a mechanism to provide a story that enhances the interest of the user playing the action RPG. The story consists of numerous elements and is divided into multiple chapters. Each of the chapters is assigned to a quest. This allows the user to progress through the story by completing quests.

[0049] In action RPG games of this type, users can be expected to continue playing the game with the aim of viewing or watching the continuation of the story. In other words, the story provided in an action RPG game is one of the important elements that encourage users to continue playing the game.

[0050] Furthermore, the story provided in an action RPG game may include, for example, a main story pre-prepared for the action RPG game, as well as sub-stories corresponding to limited-time events. In addition, the elements that constitute the story (hereinafter referred to as "story elements") include characters, items, etc. that appear in the story.

[0051] In the case of action RPG games that have been running for a long period of time, it is possible that additional characters appearing in the story provided in the action RPG game will be added, increasing the number of characters. When there are many characters appearing in the story in this way, it is likely that it will become difficult for users to keep track of the story. As mentioned above, the story is an important element for users to continue playing action RPG games, and if users cannot keep track of the story, their interest will decrease, and they may give up playing the action RPG game.

[0052] Therefore, in this embodiment, a mechanism is provided to help users understand the story provided in an action RPG game in order to enhance user interest.

[0053] Below, an example of the processing procedure for the game system 1 according to this embodiment will be described with reference to the flowchart in Figure 6.

[0054] First, when a user plays a quest available in an action RPG game, a list of quests is displayed on the display 15 of the user terminal 10, and the user can select a quest to play from the list using the touch panel 16 of the user terminal 10.

[0055] When the operation to select the above-mentioned quest is received by the operation reception unit 101, the display processing unit 103 displays a screen for viewing the story assigned to that quest (for example, one of a story divided into multiple chapters) (hereinafter referred to as the story viewing screen) (step S1). The information for displaying the story assigned to the quest (hereinafter referred to as story information) is managed, for example, in the game data stored in the storage unit 104.

[0056] Next, the control unit 102 determines whether a predetermined operation by the user has been received by the operation reception unit 101 while the story viewing screen is displayed in step S1 (step S2). Specific examples of the predetermined user operation will be described later, but such an operation would be, for example, an operation to instruct the display of explanatory information about the characters appearing in the story.

[0057] If it is determined that a predetermined operation has been accepted (YES in step S2), the control unit 102 acquires a predetermined character description information based on that operation (step S3). The description information for various characters is assumed to be pre-managed in the game data stored in the storage unit 104, for example.

[0058] Next, the display processing unit 103 displays the character description information acquired in step S3 (step S4).

[0059] Once the process in step S4 is executed, the process returns to step S1 and is repeated. Also, if it is determined that the specified operation has not been accepted (NO in step S2), the display of the story viewing screen is maintained, and the process returns to step S1 and is repeated.

[0060] According to the process shown in Figure 6 above, when a user performs a predetermined operation while viewing a story, descriptive information about a predetermined character can be presented to that user.

[0061] Note that the process shown in Figure 6 ends when the story assigned to the quest is viewed to the end. Once the process shown in Figure 6 is complete, the quest can be played.

[0062] Furthermore, although the process shown in Figure 6 is assumed to be executed by, for example, the user terminal 10, at least a part of the process shown in Figure 6 may be executed by the server device 20 that communicates with the user terminal 10. For example, in Figure 6, it is explained that explanatory information is obtained from game data stored in the storage unit 104, but this explanatory information may also be obtained from game data managed by the server device 20.

[0063] The process shown in Figure 6 will be explained in detail below with reference to Figure 7. Figure 7 shows an example of the story viewing screen displayed in step S1 shown in Figure 6.

[0064] The story viewing screen 300 shown in Figure 7 displays an image including the first character 311 and the second character 321 that appear in the story. Here, it is explained that two characters, the first character 311 and the second character 321, are displayed, but the number of characters displayed on the story viewing screen 300 may be one or three or more. The character name of the first character 311 is "XXX", and the character name of the second character 321 is "YYY".

[0065] Furthermore, the story viewing screen 300 contains an area 312 assigned to the first character 311 (hereinafter referred to as the first dialogue area) and an area 322 assigned to the second character 321 (hereinafter referred to as the second dialogue area). The first dialogue area 312 displays the dialogue of the first character 311 as text. The second dialogue area 322 displays the dialogue of the second character 321 as text. In other words, the first character 311 and the second character 321 correspond to the speakers who advance the story, and a dialogue area is provided for each speaker.

[0066] In this embodiment, the dialogue of the first character 311 and the dialogue of the second character 321 are displayed sequentially in the first dialogue area 312 and the second dialogue area 322, respectively, so that the story progresses in a way that makes it appear as if the first character 311 and the second character 321 are having a conversation.

[0067] The first dialogue area 312 and the second dialogue area 322, where the lines of the first character 311 and the second character 321 are displayed, are also referred to as speech bubbles or conversation windows. Furthermore, the lines of the first character 311 and the second character 321 in the story are included in the story information described above.

[0068] The story viewing screen 300 includes a narration area 330 in addition to the first dialogue area 312 and the second dialogue area 322. The narration area 330 is, for example, an area assigned to a narrator, and displays text corresponding to the narration in accordance with the story.

[0069] To understand the story, it is necessary to understand the characters that appear in it. Therefore, the story viewing screen 300 is equipped with an interface that, for example, presents the user with explanatory information about the characters appearing in the story in response to user actions.

[0070] Specifically, for example, an image called a Help Mark button (hereinafter referred to as the first Help Mark button) 312a is placed in the first dialogue area 312, and the user can perform an operation to specify the first Help Mark button 312a (for example, by tapping the first Help Mark button 312a).

[0071] When such a user operation is performed, descriptive information for the character identified based on that operation is presented. Specifically, for example, descriptive information for the character whose name appears in the dialogue of the first character 311 displayed in the first dialogue area 312 is presented. In the example shown in Figure 7, the character name of the first character 311, "XXX", and the character name of the second character 321, "YYY", appear in the dialogue of the first character 311 displayed in the first dialogue area 312. In this case, when the user performs the operation of selecting the first help mark button 312a, descriptive information for one or both of the first character 311 and the second character 321 is presented.

[0072] Furthermore, if the user selects the first help mark button 312a, the screen may transition from the story viewing screen 300 to a screen where the user can select either the first character 311 or the second character 321, and on that screen, descriptive information for the selected character may be displayed.

[0073] Furthermore, descriptive information for the first character 311 may be presented by directly tapping the character name "XXX" of the first character 311 in the dialogue displayed in the first dialogue area 312. Similarly, descriptive information for the second character 321 may be presented by directly tapping the character name "YYY" of the second character 321 in the dialogue displayed in the first dialogue area 312.

[0074] Here, we have described the first help mark button 312a located in the first dialogue area 312, but a similar first help mark button 322a is also located in the second dialogue area 322, and the user can perform an operation to specify the first help mark button 322a (for example, by tapping the first help mark button 322a).

[0075] When such a user operation is performed, for example, descriptive information for the character whose name appears in the dialogue of the second character 321 displayed in the second dialogue area 322 is presented. In the example shown in Figure 7, the character name "ZZZ" of a character different from the first character 311 and the second character 321 (hereinafter referred to as the third character) appears in the dialogue of the second character 321 displayed in the second dialogue area 322. In this case, when the user performs the operation of selecting the first help mark button 322a, descriptive information for the third character is presented.

[0076] Furthermore, the descriptive information for the third character may be presented, for example, by directly tapping the character name "ZZZ" of the third character in the dialogue displayed in the second dialogue area 322.

[0077] The operations of specifying the first help mark buttons 312a and 322a mentioned above, and the operation of tapping on character names in the dialogue, are examples of predetermined user operations as described in step S2 shown in Figure 6.

[0078] Here, we have explained that descriptive information for characters whose names appear in the dialogue is provided. However, for example, an image of a character who is not the speaker could be displayed on the screen, and the descriptive information for that character could be provided at the time the image appears (for example, after the image appears or at the same time). In other words, if a character's name simply appears in the dialogue but no corresponding image is displayed, the character's descriptive information may not be provided. Also, characters appearing through collaborations with other companies or characters making their first appearance may be excluded from the provision of descriptive information. Furthermore, instead of providing descriptive information for the speaker character, descriptive information for the character being quoted by the speaker may be provided.

[0079] Furthermore, if, for example, the operation to specify the first help mark button 312a is performed, descriptive information for the first character 311 to which the first dialogue area 312 where the first help mark button 312a is located is assigned may be presented, and if the operation to specify the first help mark button 322a is performed, descriptive information for the second character 321 to which the second dialogue area 322 where the first help mark button 322a is located is assigned may be presented.

[0080] Although not shown in Figure 7, a first help mark button may also be placed in the narration area 330. For example, if the first help mark button located in the narration area 330 is selected, the narration displayed in the narration area 330 should then present explanatory information about the character whose name appears in the narration.

[0081] In the example shown in Figure 7, the first help mark buttons 312a and 322a are described as being placed in the first dialogue area 312 and the second dialogue area 322, respectively. However, these first help mark buttons 312a and 322a do not need to be displayed at all times and may be placed only when certain conditions are met. In this case, the predetermined conditions could be, for example, that the character names appear for the first time in the dialogue of the first character 311 and the second character 321 in the story displayed on the story viewing screen 300 (for example, one of a story divided into multiple chapters).

[0082] Specifically, for example, if the character name of the first character 311 appears for the first time in the dialogue displayed in the first dialogue area 312 while viewing the story assigned to a quest selected by the user, the first help mark button 312a will be placed in the first dialogue area 312. However, if the character name of the first character 311 appears again in the dialogue displayed in the first dialogue area 312 as the story progresses, the first help mark button 312a will not be placed in the first dialogue area 312.

[0083] Furthermore, for example, if the character name of the first character 311 appears for the first time in the dialogue displayed in the first dialogue area 312, and then the character name of the second character 321 appears for the first time in the dialogue displayed in the same first dialogue area 312, then the first help mark button 312a will be placed in the first dialogue area 312.

[0084] Furthermore, for example, if the character name of the first character 311 appears for the first time in the dialogue displayed in the first dialogue area 312, and then the character name of the first character 311 appears in the dialogue displayed in the second dialogue area 322, then the first help mark button 322a will not be placed in the second dialogue area 322.

[0085] Furthermore, if the configuration is such that the first help mark buttons 312a and 322a are not always displayed, the predetermined conditions described above may be other conditions than those described here. For example, for a character for whom explanatory information has been presented once, the configuration may be such that the first help mark buttons 312a and 322a are not displayed until the explanatory information is updated. Furthermore, "explanatory information is updated" may mean that the explanatory information managed in advance in the game data described above is changed, or that the explanatory information changes based on the attribute information of the action RPG game, as will be described later.

[0086] By configuring the system so that the first help mark buttons 312a and 322a are displayed only when certain conditions are met, it is possible to avoid making the story viewing screen 300 cluttered.

[0087] Furthermore, the first Help Mark buttons 312a and 322a may change when certain conditions are met. Specifically, when the explanatory information is updated, the first Help Mark buttons 312a and 322a may be marked with text such as "New" or a badge.

[0088] As mentioned above, there are cases where the first help mark buttons 312a and 322a are not displayed. However, even when the first help mark buttons 312a and 322a are not displayed, users may still want to check the character's description information. For this reason, an image with the words "Character Help" (hereinafter referred to as the second help mark button) 341 is placed at the top of the story viewing screen 300, and the user can perform an operation to select the second help mark button 341 (for example, by tapping the second help mark button 341).

[0089] When such a user operation is performed, for example, by referring to the story information, a list of characters that have appeared in the story displayed on the story viewing screen 300 up to the point the user is currently viewing will be displayed. The user can then select a character from this list of characters for whom explanatory information should be presented. With this configuration, even if the first help mark buttons 312a and 322a are not placed, or if the character name does not appear in the dialogue displayed in the first dialogue area 312 and the second dialogue area 322, explanatory information for the character can be presented at any time. Note that the list of characters displayed in response to the operation of selecting the second help mark button 341 may be a list of all characters that have appeared in previous chapters, etc., rather than just characters that have appeared in the chapter of the story currently being viewed.

[0090] The operation of specifying the second help mark button 341 as described above, and the operation of selecting a character to present explanatory information from the list of characters displayed based on said operation, are other examples of predetermined user operations as described in step S2 shown in Figure 6.

[0091] In Figure 7, the first help mark buttons 312a and 322a and the second help mark button 341 are shown on the story viewing screen 300 to display explanatory information. However, in this embodiment, for example, at least one of the first help mark buttons 312a and 322a and the second help mark button 341 may be omitted.

[0092] Although a detailed explanation will be omitted, at the top of the story viewing screen 300, in addition to the second help mark button 341 mentioned above, there is an image with the word "Log" (hereinafter referred to as the log button) 342 and an image with the word "AUTO" (hereinafter referred to as the AUTO button) 343. The log button 342 is a button that displays, for example, the past lines of the first character 311 and the second character 321 in the story as a log. The AUTO button 343 is a button that automatically advances the story displayed on the story viewing screen 300 without user intervention.

[0093] As mentioned above, when the log button 342 is selected, past lines of dialogue are displayed. However, by selecting one of these past lines of dialogue, the system may be configured to display descriptive information about the character whose name appears in that line of dialogue. Furthermore, past lines of dialogue may be displayed, for example, when a swipe operation is performed on the first dialogue area 312 or the second dialogue area 322.

[0094] By the way, in this embodiment, character descriptive information can be presented as described above, and such descriptive information will change based on, for example, the attribute information of an action RPG game.

[0095] Attribute information for an action RPG game includes, for example, information such as the gameplay status of the action RPG game and the settings of the action RPG game, and is sufficient if it is information that serves as a basis for changing the content of the explanatory information described above.

[0096] The following explanation, referring to Figure 8, describes the descriptive information that changes based on the attribute information of the action RPG game as described above. Here, the attribute information of the action RPG game is assumed to be the story's progress. Note that the story's progress is an example of the gameplay status of the action RPG game described above.

[0097] FIG. 8 shows an example of an explanatory information management table that manages the explanatory information of the first character 311 whose character name is "XXX". Note that the explanatory information management table is managed, for example, as part of game data.

[0098] As shown in FIG. 8, the explanatory information management table holds the character name, progress status, and explanatory information in association with each other. In other words, it can be said that the explanatory information management table manages the explanatory information of the first character 311 that changes according to the progress status.

[0099] Here, in the explanatory information management table shown in FIG. 8, the character name "XXX", the progress status "after X1", and the explanatory information "XX1" are held in association with each other, the character name "XXX", the progress status "after X2", and the explanatory information "XX2" are held in association with each other, and the character name "XXX", the progress status "before X1", and the explanatory information "XX0" are held in association with each other.

[0100] Here, assuming that the story is divided into a plurality of chapters 1, 2,..., X1,..., X2,... (X1 < X2), in the explanatory information management table shown in FIG. 8, when the user is viewing chapters after X1, it is shown that the explanatory information XX1 of the first character 311 (for example, a character whose character name is "XXX") is presented. Also, in the explanatory information management table shown in FIG. 8, when the user is viewing chapters after X2, it is shown that the explanatory information XX2 of the first character 311 is presented. Furthermore, in the explanatory information management table shown in FIG. 8, when the user is viewing a chapter before X1, it is shown that the explanatory information XX0 (for example, the default explanation) of the first character 311 is presented.

[0101] In this embodiment, by referring to such an explanatory information management table, it is possible to realize displaying different explanatory information according to the progress status of the story.

[0102] In Figure 8, we have described the explanatory information management table that manages the explanatory information for the first character 311. However, it should be assumed that this explanatory information management table is prepared for all characters that appear in the story (for example, characters that may present explanatory information).

[0103] Furthermore, while Figure 8 illustrates the attribute information of an action RPG game as representing the story's progress, the attribute information of such an action RPG game may be something other than the story's progress.

[0104] Specifically, attribute information for an action RPG game may include, for example, the game's progress. In this case, the descriptive information may change depending on, for example, the user's or character's level, or depending on parameters such as the intimacy level with the character.

[0105] Furthermore, attribute information for an action RPG game may include, for example, the time set within the action RPG game. In this case, it becomes possible to present explanatory information that changes according to the time. The time set within the action RPG game may be real-world time, or it may be time that applies only to the action RPG game. Also, the time set within the action RPG game may be a concept that encompasses date and time, period, and season. Furthermore, the time set within the action RPG game may be the duration of an event being held within the action RPG game.

[0106] Furthermore, attribute information in action RPG games can also be defined as descriptive information. An example of descriptive information settings is described below.

[0107] Assuming that the story is divided into a plurality of chapters 1, 2, …, X1, …, X2, … as described above, generally, it is considered that the story is often viewed in order from Chapter 1 by clearing quests in order. However, in an action RPG game, in order to enable flexible play, there may be no restriction on the order in which quests are cleared. In this case, for example, there may be a situation where Chapter X3 (X2 < X3) is viewed even though Chapter X2 has not been viewed.

[0108] In this case, according to the above-described explanation information management table, when Chapter X3 is being viewed, the explanation information XX2 of the first character 311 will be presented. However, the explanation information XX2 often includes at least matters that are revealed by viewing Chapter X2. If the explanation information XX2 is presented, there is a possibility that matters that the user still does not know will be disclosed (for example, the story development will be spoiled).

[0109] Therefore, in this embodiment, as a setting regarding the above-described explanation information, a setting for preventing such spoilage (hereinafter referred to as a spoiler lock) may be prepared.

[0110] By turning on the spoiler lock, when Chapter X2 has not been viewed even though Chapter X3 is being viewed, the explanation information XX2 is processed and displayed so as to prevent spoilage. In this case, it is also possible to present explanation information obtained by deleting matters that are revealed by viewing Chapter X2 from the explanation information XX2, or to present explanation information in a state where matters that are revealed by viewing Chapter X2 in the explanation information XX2 are masked.

[0111] Furthermore, if Chapter X1 has not been viewed in addition to Chapter X2, information that would be revealed by viewing Chapter X1 will also not be presented. However, if Chapter X1 has been viewed but Chapter X2 has not been viewed, information that would be revealed by viewing Chapter X1 may be presented. In other words, when spoiler lock is turned on, explanatory information up to the chapter the user viewed most recently will be presented.

[0112] Here, we have explained that explanatory information XX2 is processed, but for example, an explanatory information management table could be configured to manage explanatory information for each pattern of viewing status of multiple chapters. In such a configuration, explanatory information corresponding to the user's viewing status can be retrieved from the explanatory information management table and presented.

[0113] On the other hand, for example, when viewing Chapter X3, it is possible that Chapter X1 has not been viewed but Chapter X2 has been viewed. In this case, explanatory information XX3 contains information that would be revealed by viewing Chapter X1, but it is highly likely that the user who viewed Chapter X2 is already aware of that information.

[0114] Therefore, if Chapter X3 is viewed after having viewed Chapter X2 but not Chapter X1, presenting explanatory information XX2 will not be considered a spoiler, and it is acceptable to present explanatory information XX2 without modifying it.

[0115] If spoiler lock is turned off, explanatory information XX2 corresponding to the currently viewed chapter X3 will be displayed, regardless of whether the user has already viewed chapter X2 or not (for example, the user's viewing status).

[0116] Here, we have described the story's progress, the time set in the action RPG game, and the settings related to the explanatory information as attribute information used to change the explanatory information. However, this attribute information may consist of one of these, or a combination of them.

[0117] The following describes an example of a screen for presenting the above-mentioned explanatory information (hereinafter referred to as the explanatory screen), with reference to Figure 9. Here, we will explain assuming that explanatory information for the first character 311 is presented. As shown in Figure 9, the explanatory screen 400 has the first to third explanatory areas 401 to 403 arranged therein.

[0118] The first explanatory area 401 is an area for presenting first explanatory information. The first explanatory information includes, for example, an image of the first character 311. The image of the first character 311 is useful for understanding the first character 311 from its appearance, and therefore can be said to be explanatory information of the first character 311.

[0119] Furthermore, the first explanatory information changes according to the time set in, for example, an action RPG game. Specifically, if the date and time set in the action RPG game falls during the Christmas season, or if a Christmas event is being held in the action RPG game, an image of the first character 311 in a Christmas costume is presented in the first explanatory area 401. In other words, the first explanatory information can change the character's costume based on the time set in, for example, an action RPG game.

[0120] The second explanation area 402 is an area for displaying the second explanation information. The second explanation information includes, for example, text describing the first character 311. When the spoiler lock described above is turned on, the second explanation information, which is the text describing the first character 311, will be processed. However, attributes that suggest spoilers may be set in advance for the parts of the second explanation information that are to be processed (for example, parts to be deleted). This makes it easy to process the second explanation information based on the attributes that suggest spoilers set in the second explanation information.

[0121] The third explanatory area 403 is an area for presenting the third explanatory information. The third explanatory information includes, for example, comments or messages from the first character 311. Comments or messages from the first character 311 are useful for understanding the character's personality, etc., and can therefore be considered explanatory information about the first character 311.

[0122] Furthermore, the third explanatory information changes depending on the time set in, for example, an action RPG game. Specifically, if the date and time set in the action RPG game falls during the Christmas season, or if a Christmas event is being held in the action RPG game, a comment or message mentioning Christmas presents will be displayed in the third explanatory area 403. In addition, this third explanatory information may also change depending on the intimacy level of the first character 311.

[0123] Although this explanation assumes that the first to third explanatory information is displayed, at least one of the first to third explanatory information may be omitted.

[0124] Furthermore, although the spoiler lock described above was explained as primarily applying to the second explanatory information (for example, the text describing the first character 311), the spoiler lock may also be applied to the first or third explanatory information. In addition, when the spoiler lock is turned on, the explanatory information is processed, and this processing of the explanatory information may be achieved using, for example, a trained model generated based on a technology called artificial intelligence (AI).

[0125] As mentioned above, users who play action RPG games can enjoy the unfolding story provided in those games. However, if the number of characters appearing in the story increases, it becomes difficult for users to keep up with the story's progression, and their interest in the action RPG game decreases. In particular, when there are many characters (people) appearing in the story, many users stop playing the action RPG game midway because they cannot grasp the story.

[0126] In contrast, this embodiment assists the user in understanding the story by presenting descriptive information about characters appearing in the story provided in the action RPG game based on user actions (for example, by providing a mechanism that allows the user to better understand the story of the action RPG game). Furthermore, in this embodiment, the descriptive information changes based on the attribute information of the action RPG game, making it possible to present appropriate descriptive information to enhance the user's interest.

[0127] According to this approach, even complex storylines can be followed relatively easily, increasing the interest of users playing action RPG games and encouraging them to continue playing. Furthermore, it can deepen users' understanding of and attachment to characters, thus encouraging them to become more engaged with action RPG games.

[0128] In this embodiment, the story components are assumed to be at least one character appearing in the story, and as explained in Figure 7 above, the story is provided by the characters' lines being displayed in the dialogue area assigned to each character. However, the story components are not limited to characters, and may also include, for example, items that play a predetermined role in the story.

[0129] Furthermore, the user's operation to present explanatory information includes specifying a first help mark button, which is an example of a first image placed in the dialogue area assigned to the character described above. Note that the first help mark button may be placed in the dialogue area if certain conditions are met. The user's operation to present explanatory information may also include specifying a character name that appears in the dialogue. Moreover, the user's operation to present explanatory information may also include specifying a second help mark button, which is an example of a second image placed in a different location from the dialogue area assigned to the character as described above, and selecting a predetermined character from among the characters appearing in the story.

[0130] In this embodiment, the above configuration provides a way for users to easily learn about the details of characters in an action RPG game while viewing the story, thereby making it possible to curb users from abandoning action RPG games.

[0131] Furthermore, the attribute information of the action RPG game in this embodiment includes at least one of the following: the progress of the story, the time set in the action RPG game, and settings related to explanatory information. For example, if the attribute information is the progress of the story, explanatory information can be presented in accordance with the progress of the story, allowing the user to understand the story more appropriately. Also, if the attribute information is the time set in the action RPG game, explanatory information can be presented in accordance with the time of year or season in which the action RPG game is being played, thereby further enhancing the user's interest. Moreover, if the attribute information is settings related to explanatory information, it is possible to prevent the disclosure of information that the user does not yet know by presenting such information, thereby suppressing the decline in the user's interest due to spoilers.

[0132] In this embodiment, we have described the case in which descriptive information about characters appearing in the story provided in an action RPG game is presented, but the action RPG game is just one example of content. Specifically, this embodiment may be applied to other content such as ebooks. If the content in this embodiment is an ebook, for example as shown in Figure 10, the user can specify the character name "XYZ" that appears in the dialogue of a character appearing in the story provided in the ebook, and then descriptive information about the specified character, whose name changes based on the attribute information of the ebook, will be presented. The attribute information of the ebook includes, for example, the progress of the story provided in the ebook (specifically, the number of pages currently being viewed or the chapters viewed by the user).

[0133] As described above, in this embodiment, users can easily check the details of the characters in the content while enjoying the service (for example, while viewing a story).

[0134] It should be noted that the present invention is not limited to the embodiments described above, and the components can be modified and implemented in practice without departing from the gist of the invention. Furthermore, various inventions can be formed by appropriately combining the multiple components disclosed in the embodiments. For example, some components may be deleted from all the components shown in the embodiments. Moreover, components from different embodiments may be appropriately combined.

[0135] "Addendum" The following summarizes some of the features of the present invention. "assignment" For example, the aim is to improve user interest. "Solution" (1) Computers, A presentation means that presents explanatory information about the story components provided in the content based on user interaction. To make it function as, The descriptive information changes based on the attribute information of the content. program. (2) The program according to (1), wherein the attribute information includes at least one of the following: the progress of the story, the time set in the content, and the settings relating to the descriptive information. (3) The elements of the aforementioned story include at least one character that appears in the story, The story is provided by the characters' lines being displayed in the area assigned to each character. The program described in (1) or (2). (4) The user operation includes an operation to specify a first image located in the region, The presentation means, upon specifying the first image, presents character description information in which the character's name appears within the dialogue displayed in the area. (3) The program described above. (5) The first image is the program described in (4) which is placed in the region when predetermined conditions are met. (6) The user's operation includes specifying the character name that appears in the dialogue. The aforementioned presentation means presents descriptive information of the character whose name is specified. (3) The program described above. (7) The user operation includes specifying a second image located in a different location from the area, and selecting a predetermined character from among at least one character appearing in the story. The presenting means presents descriptive information of the predetermined character. (3) The program described above. (8) The aforementioned content is a program as described in (1) or (2), including a game or an ebook. Furthermore, the solutions constructed in the above program may be adapted to the fields of devices, systems, methods, and media as appropriate. "effect" According to the structure of (1), for example, it can help users grasp the story of the content and enhance user interest. According to the configuration of (2), for example, it is possible to present appropriate explanatory information in order to enhance the user's interest, depending on at least one of the following: the progress of the story, the time set in the content, and the settings related to explanatory information. According to the structure of (3) to (7), for example, by providing a way for users to easily learn details about the characters appearing in the story, it is possible to prevent users from abandoning the content. According to the configuration of (8), for example, it is possible to improve user interest in action RPG games or ebooks. [Explanation of symbols]

[0136] 1...Game system, 10...User terminal, 11...Non-volatile memory, 12...CPU, 13...Main memory, 14...Wireless communication device, 15...Display, 16...Touch panel, 20...Server device, 21...Non-volatile memory, 22...CPU, 23...Main memory, 23A...Game program, 24...Wireless communication device, 101...Operation reception unit, 102...Control unit, 103...Display processing unit, 104...Storage unit, 201...Storage unit, 202...Data management unit, 203...Control unit.

Claims

1. Computers, A presentation means that presents explanatory information about the story components provided in the content based on user interaction. To make it function as, The presentation means presents the explanatory information of the component when the component is displayed in the region where the story is provided, The aforementioned story is further enhanced as the story progresses, with the aforementioned components added accordingly. The aforementioned explanatory information is processed and presented according to the viewing status of the story. program.

2. The user operation includes specifying the character name that appears in the dialogue displayed in the area. The aforementioned presentation means presents descriptive information of the character whose name is specified. The program according to claim 1.

Citation Information

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