Game programs, game systems, display control methods

The system enhances user convenience in game media management by highlighting relevant game elements in predetermined display modes, facilitating easier identification and acquisition of desired game media.

JP7879473B2Active Publication Date: 2026-06-24CAPCOM CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2024-09-25
Publication Date
2026-06-24

AI Technical Summary

Technical Problem

Existing game media management systems lack user-friendly mechanisms for conveniently identifying and obtaining game media specified in user lists, leading to suboptimal user experience.

Method used

A computer system with a registration unit and display processing unit that highlights specific display elements related to objects involved in fulfilling the conditions for obtaining game media registered in a user's list, using predetermined display modes to enhance visibility and recognition.

Benefits of technology

Improves user convenience by making it easier to identify and obtain game media, enhancing the user's gaming experience through improved visibility and interaction with game elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To improve user convenience. [Solution] The registration unit 101 registers the game medium specified by the user in a list. The display processing unit 102 displays the game image P20 on the display 21 such that the display mode of the specific display element 60, which is a display element 50 related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is a predetermined display mode.
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Description

Technical Field

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[0001] The present invention relates to a game program, a game system, and a display control method.

Background Art

[0002] Patent Document 1 discloses managing a list of game media (such as equipment) that the user desires to obtain in the future.

Prior Art Document

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the list as described above, game media specified by the user are registered. From the viewpoint of improving user convenience, it has been found that there is room for improvement in the above list.

[0005] An object of the present invention is to provide a mechanism that can improve user convenience with respect to the list.

Means for Solving the Problems

[0006] The first aspect is a computer system having one or a plurality of cooperating computers, a registration unit that registers game media specified by the user in a list, functioning as a display processing unit that displays an image of the game on a display, The display processing unit causes the image to display on the display such that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is a predetermined display mode. This is a game program.

[0007] In the first embodiment, The aforementioned image may be a different image from the list image that shows the aforementioned list.

[0008] In the first embodiment, Objects may be placed in the game space in which the aforementioned game takes place. The aforementioned object may include an object from which the game medium can be obtained. The aforementioned object may also relate to the object from which a registered medium, which is the game medium registered in the list, or a used medium, which is the game medium used to generate the registered medium, can be obtained.

[0009] In the first embodiment, The aforementioned image includes a map image showing the map of the game space, The map image includes display elements that indicate the location of the object, The aforementioned specific display element includes a display element that indicates the location of the object in the map image where the registration medium or the usage medium can be obtained. In the first embodiment, The position of the object in the game space may change in response to the temporal changes in the situation within the game space. The display processing unit may display the map image on the display such that the display elements indicating the positions of the objects in the map image change in accordance with the temporal changes in the situation in the game space.

[0010] In the first embodiment, The display processing unit may display the map image on the display such that, among the display elements indicating the location of the object, only the display elements indicating the location of the object from which the registration medium or the usage medium can be obtained are included in the map image.

[0011] In the first embodiment, The aforementioned image may include an object list image showing a list of the objects that appear in the game. The object list image may include display elements indicating the type of object. The aforementioned specific display element may include a display element in the object list image that indicates the type of object from which the registration medium or usage medium can be obtained.

[0012] In the first embodiment, The aforementioned game may include quests. The aforementioned image is an image related to the quest and may include quest-related images showing the objects that appear in the quest. The aforementioned quest-related image may include display elements indicating the type of object that appears in the quest. The aforementioned specific display element may include a display element in the quest-related image that indicates the type of object from which the registration medium or the usage medium can be obtained.

[0013] In the first embodiment, In the game space in which the game progresses, available media, which are game media that can be obtained within the game space, may be placed. The aforementioned subject may also relate to the available media which are registered media which are game media registered in the list, or used media which are game media used to generate the registered media.

[0014] In the first embodiment, The aforementioned image may include a map image showing the map of the game space. The map image may include a display element indicating the position of the available medium. The specific display element may include a display element indicating the position of the available medium corresponding to the registered medium or the used medium in the map image.

[0015] In a first aspect, The presence or absence of the available medium in the game space may change according to the temporal change of the situation in the game space. The display processing unit may display the map image on the display so that a display element indicating the position of the available medium in the map image changes according to the temporal change of the situation in the game space.

[0016] In a first aspect, The display processing unit may display the map image on the display so that only a display element indicating the position of the available medium corresponding to the registered medium or the used medium among the display elements indicating the position of the available medium is included in the map image.

[0017] In a first aspect, Objects may be arranged in the game space in which the game progresses. The object may include an object from which the game medium can be obtained. The image may be an image related to the object and include an object-related image indicating a game medium available from the object. The available medium may include a game medium available from the object. The object-related image may include a display element indicating the type of the available medium. The specific display element may include a display element indicating the type of the available medium corresponding to the registered medium or the used medium in the object-related image.

[0018] In a first aspect, The aforementioned game may include quests. The aforementioned image is an image related to the quest and may include quest-related images showing game media obtainable in the quest. The aforementioned obtainable media may include game media obtainable in the aforementioned quest. The aforementioned quest-related image may include a display element indicating the type of available medium. The aforementioned specific display element may include a display element indicating the type of available medium corresponding to the registration medium or the usage medium in the quest-related image.

[0019] In the first embodiment, The aforementioned game may include quests. The aforementioned quest may include a quest in which the aforementioned game medium can be obtained. The aforementioned subject may also relate to the quest on which the registered medium, which is the game medium registered in the list, or the used medium, which is the game medium used to generate the registered medium, can be obtained. The aforementioned image may include a quest list image showing a list of the aforementioned quests. The aforementioned quest list image may include display elements that indicate the quests. The aforementioned specific display element may include a display element in the quest list image that indicates the quest from which the registration medium or usage medium can be obtained.

[0020] In the first embodiment, The display processing unit may, in response to an operation to select the specific display element, display on the display an acquisition condition image indicating the conditions for obtaining a game medium from among the game media registered in the list that corresponds to an object related to the specific display element.

[0021] The second aspect is, A registration unit that registers the game media specified by the user in a list, It includes a display processing unit that displays game images on a display, The display processing unit causes the image to display on the display such that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is a predetermined display mode. This is the game system.

[0022] The third aspect is, A method for controlling the display of game images, A registration step to add the game medium specified by the user to the list, The system includes a display control step of displaying the image on a display such that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is in a predetermined display mode. This is a display control method. [Effects of the Invention]

[0023] According to the present invention, it is possible to easily recognize the objects involved in fulfilling the conditions for obtaining a game medium registered in the list. This improves user convenience. [Brief explanation of the drawing]

[0024] [Figure 1] This is a block diagram illustrating the configuration of the game device according to the embodiment. [Figure 2] This is an example image of a wish list. [Figure 3] This is an example of a monster encyclopedia image, including a list of monsters. [Figure 4] This is an example diagram showing reward images for different parts of a monster. [Figure 5] This is an example image showing a list of monster rewards. [Figure 6] This diagram illustrates a quest counter image, including a quest menu image. [Figure 7]This diagram illustrates a quest counter image that includes a quest list image and a quest summary image. [Figure 8] This is an example image showing quest rewards. [Figure 9] This diagram illustrates a quest map image that includes a quest summary image. [Figure 10] This is an example image of a play map. [Figure 11] This diagram illustrates a play map image that includes a summary image. [Figure 12] This diagram illustrates a play map image that includes a summary forecast image. [Figure 13] This is an example of an icon filter image. [Figure 14] This diagram illustrates a playmap image after filtering. [Figure 15] This is an example image showing a list of acquisition conditions. [Figure 16] This is an example image showing gameplay. [Modes for carrying out the invention]

[0025] The embodiments will be described in detail below with reference to the drawings. Note that the same or corresponding parts in the drawings are denoted by the same reference numerals, and their descriptions will not be repeated.

[0026] (Explanation of terms) First, let's explain the terminology used in the following explanation. The terms used below include "game," "game medium," and "object."

[0027] A "game" refers to a game (video game) that takes place in a virtual space called a game space. This virtual space can be three-dimensional or two-dimensional. The virtual space is displayed as an image on a display device.

[0028] An example of the above type of game is an action game in which a character controlled by the user (player character) defeats enemy characters. In action games, the player character can equip items such as weapons and armor, and use items such as healing potions to restore their health.

[0029] The above games may include quests. A quest is an in-game event with a set objective to be achieved.

[0030] "Game media" refers to virtual media used in the aforementioned games. Examples of game media include items used within the game space (weapons, armor, tools, etc.), characters, vehicles ridden by characters (horses, cars, etc.), and character skills. Users can obtain the above game media through direct purchase via in-game currency, completing quests, or through a lottery system called "gacha."

[0031] Furthermore, the above-mentioned game media includes game media used to generate other game media. Examples of such game media include game media consumed to generate other game media (such as material items or in-game currency), and game media that can generate other game media without being consumed.

[0032] Furthermore, the above-mentioned game media includes game media that are placed within the game space and obtainable within the game space. Hereafter, such game media will be referred to as "obtainable media." Examples of obtainable media include items that can be collected in the field within the game space, and items that can be purchased within the game space in exchange for in-game currency.

[0033] An "object" is a virtual medium placed within the game space described above. Examples of objects include player characters, enemy characters, non-player characters, and vehicles. The above objects include those from which game medium can be obtained. An example of such an object is an enemy character (monster) from which material items can be obtained.

[0034] In the above game, game media obtained by a player character through user actions are assigned to the player character. Specifically, information about game media assigned to a player character in the game is registered in a database associated with that player character. A user can create at least one player character, and the user ID assigned to a user is associated with information about at least one player character. Therefore, the database may also include the user ID of the user associated with the player character. In this embodiment, a game that unfolds in a third-person perspective image where the player character is displayed in the game space is given as an example, but this can also be applied to a game that unfolds in a first-person perspective image where the player character is not displayed in the game space. In the case of a first-person perspective, game media can be assigned to the user, and "assigned (owned) by the user" is synonymous with "associated with the user".

[0035] For the sake of explanation, the following will use the example of a game where the player character defeats monsters, which are enemy characters. In the above-mentioned action game, the game elements include items that become equipment (weapons and armor) equipped to the player character, and items that become materials consumed to create equipment or materials.

[0036] Examples of the materials used include items that can be collected from monsters (such as hides, wings, scales, claws, and gems), items that can be collected in the game world (such as ores and honey), and items that can be purchased within the game world.

[0037] (Game device) Figure 1 illustrates the configuration of a game device 1 according to an embodiment. The game device 1 executes a game in response to user input. The game progresses based on the installed game program and game data. The game devices 1 can communicate with each other using a communication network (not shown) or a short-range wireless communication device (not shown). The game device 1 is an example of a game system.

[0038] Examples of game devices 1 include game consoles, smartphones, tablets, and personal computers, all of which have a display, speakers, and controllers that are either externally connected or built-in. In the following example, game device 1 is described as a "game console with a display, speakers, and controllers that are either externally connected or built-in." Game device 1 comprises a game console 10, a display 21, speakers 22, and a controller 23.

[0039] [Game console hardware configuration] The game console 10 includes a network interface 11, a graphics processing unit 12, an audio processing unit 13, an operation processing unit 14, a storage unit 15, and a control unit 16. The network interface 11, the graphics processing unit 12, the audio processing unit 13, the operation processing unit 14, and the storage unit 15 are electrically connected to the control unit 16 via a bus 17.

[0040] The network interface 11 is connected to other information processing devices via a communication network (not shown) in order to send and receive various information and data with other game devices 1 or other information processing devices such as external server devices (not shown).

[0041] A display 21 is connected to the graphics processing unit 12. The graphics processing unit 12 displays various images (moving images rendered in video format) on the display 21 according to the various image information output from the control unit 16. The display 21 is a display used by the user and is an example of a display device that shows images to the user.

[0042] The audio processing unit 13 is connected to the speaker 22. The audio processing unit 13 outputs various sounds to the speaker 22 according to the various audio information output from the control unit 16. The speaker 22 is a speaker used by the user and is an example of an audio device that outputs sound towards the user.

[0043] The controller 23 is connected to the operation processing unit 14. The operation processing unit 14 sends and receives data related to operation input to and from the controller 23. The operation processing unit 14 then transmits operation information indicating the operation input to the controller 23 to the control unit 16. The controller 23 is a controller used by the user and is an example of an operation unit operated by the user.

[0044] For example, the user inputs an operation signal to the game device 1 by operating the controller 23. That is, when the controller 23 receives an operation from the user, it transmits an operation signal corresponding to the user's operation to the operation processing unit 14. The operation processing unit 14 generates operation information based on the operation signal and transmits that operation information to the control unit 16.

[0045] The storage unit 15 stores various information and data. The storage unit 15 is composed of an HDD, SSD, RAM, ROM, etc. In this example, the storage unit 15 stores a game program and game data for running the game, user account information (user ID and password) for the user using the game device 1, a database for managing game media, etc. The game data includes image data for generating various images to be displayed on the display 21, audio data for generating various sounds output from the speaker 22, control data used to control processing by the game device 1 (e.g., setting values ​​such as thresholds), and information and data for managing the progress of the game (e.g., management information such as lists and tables, and data showing the progress of the game).

[0046] The control unit 16 controls the operation of the game device 1. The control unit 16 sends and receives various information and data, and processes various information and data. The control unit 16 has a CPU (microcomputer) and memory. The memory stores programs for operating the CPU, etc. In this example, the control unit 16 controls the display 21 and speaker 22 by controlling the graphics processing unit 12 and the audio processing unit 13.

[0047] [Functional configuration of the control unit in a game device] The control unit 16 includes a game progress unit 100, a registration unit 101, and a display processing unit 102. Specifically, the control unit 16 functions as the game progress unit 100, registration unit 101, and display processing unit 102 by having its CPU execute various programs. This program is an example of a game program.

[0048] <Game Management Team> The game progression unit 100 controls and advances the game. For example, the game progression unit 100 advances the game by making the player character move within the game space in response to user input. The game progression unit 100 also makes non-player characters and predetermined objects (such as vehicles) move within the game space. For example, the game progression unit 100 uses AI (artificial intelligence) to control the movements of non-player characters and predetermined objects, and advances the game in response to the movements of the player character and non-player characters.

[0049] Specifically, the game progression unit 100 outputs images and sounds related to the game to the display 21 and speaker 22 based on game data. The game data includes image data representing images related to the game and sound data representing sounds related to the game. The user operates the controller 23 in accordance with the images and sounds output from the display 21 and speaker 22.

[0050] The game progression unit 100 acquires operation information indicating the input to the controller 23 and generates (updates) game data that reflects that operation information. Then, based on the generated (updated) game data, the game progression unit 100 outputs images and sounds related to the game to the display 21 and speaker 22. The game progresses as this process is repeated.

[0051] <Registration Department> The registration unit 101 registers the game media specified by the user to the wish list. The wish list contains game media that the user wishes to acquire in the future. Examples of game media that can be registered to the wish list include equipment items and material items. The wish list is an example of a list for registering game media specified by the user. The processing by the registration unit 101 (registration process) will be explained in detail later.

[0052] <Display Processing Section> The display processing unit 102 displays game images on the display 21. In this example, the display processing unit 102 is responsible for a part of the image display processing performed by the game progress unit 100 (processing to display a predetermined image). Based on the image (image data) generated by the display processing unit 102, the display processing unit 102 displays the image on the display 21.

[0053] The display processing unit 102 displays the game image on the display 21 such that the display elements related to the items involved in fulfilling the conditions for obtaining the game media registered in the wish list (hereinafter referred to as "specific display elements") among the display elements included in the game image displayed on the display 21 are displayed in a predetermined display manner. The processing by the display processing unit 102 (display processing) will be explained in detail later.

[0054] [Description of the subject] In the following, the entities involved in fulfilling the conditions for obtaining a game medium registered on the wishlist will be referred to as "involved entities in obtaining the game."

[0055] The objects involved in obtaining items relate to objects from which you can obtain either "registered media," which are game media registered on your wishlist, or "used media," which are game media used to generate registered media. Hereafter, such objects will be referred to as "objects involved in obtaining items." Examples of objects involved in obtaining items include monsters from which you can gather materials necessary to generate equipment registered on your wishlist, and monsters from which you can gather equipment registered on your wishlist.

[0056] Furthermore, the acquisition involvement targets are related to the acquisition media (game media obtainable within the game space) that correspond to the registration media or usage media. Hereafter, such acquisition media will be referred to as "acquisition involvement media." Examples of acquisition involvement media include materials necessary to create equipment registered in the wish list that can be collected in the game space field, and equipment registered in the wish list that can be obtained in the game space field.

[0057] Furthermore, the items involved in obtaining the items are related to quests in which the registered or usable items can be obtained. Hereafter, such quests will be referred to as "quests involving obtaining items." Examples of quests involving obtaining items include quests in which monsters appear that can provide the materials needed to craft the equipment registered on the wishlist, quests in which the equipment registered on the wishlist is the reward for completion, quests in which the materials needed to craft the equipment registered on the wishlist can be gathered in the field, and quests in which the equipment registered on the wishlist can be obtained in the field.

[0058] [Explanation of display elements] Examples of display elements included in an image include icons representing a specific object, thumbnails representing a specific object, display areas showing the name of a specific object, and display areas showing a description of the object being processed.

[0059] [Explanation of the prescribed display method] Examples of "predetermined display modes" regarding the display modes of specific display elements include a display mode in which a predetermined icon is displayed in association with a specific display element, such as a display mode in which the icon is displayed in a way that makes it stand out more than other display elements by having a different color, pattern, brightness, design, etc.

[0060] [Registration process] The registration process is performed by the registration unit 101 and is a process for registering the game medium specified by the user to the wish list. The registration process is an example of a registration step in the processing (display control method) by the game device 1. In this example, the registration process starts when an operation to start the registration process is input to the controller 23.

[0061] In the registration process, the registration unit 101 displays an image (not shown) on the display 21 for selecting a game medium to be registered in the wish list, in response to an operation to start the registration process. The user operates the controller 23 to select a game medium to be registered in the wish list from the images. In response to the user's operation (the operation to select a game medium), the registration unit 101 registers the game medium selected by the user in the wish list stored in the storage unit 15.

[0062] [Display Processing] The display processing is performed by the display processing unit 102 and is the process for displaying various images. The "process for setting the display mode of a specific display element to a predetermined display mode" performed in the display processing is an example of a display control step in the processing (display control method) by the game device 1. Hereinafter, the process for setting the display mode of a specific display element to a predetermined display mode will be referred to as "specific display processing".

[0063] In the following, the game medium will be "items" and the objects will be "monsters". Items include equipment items and material items. Furthermore, the item registered in the wish list will be "Sword B", and the items consumed to create "Sword B" (registered medium) registered in the wish list (used medium) will be "Wing A", "Scale A", and "Ore A". Furthermore, the monster from which "Wing A" and "Scale A" can be obtained (object involved in acquisition) will be "Dragon A", and the quest in which "Dragon A" appears (quest involved in acquisition) will be "Quest A". Note that "Quest A" is a quest in which "Sword B" is set as the clear reward, and is also a quest in which "Ore A" can be collected in the field.

[0064] [Wishlist display process] Next, the wishlist display process will be explained with reference to Figure 2. When the conditions for starting the wishlist display process (for example, the condition that an operation to start the process is input to the controller 23) are met, the display processing unit 102 starts the wishlist display process. In the wishlist display process, the display processing unit 102 displays the wishlist image P10 on the display 21.

[0065] As shown in Figure 2, the wishlist image P10 contains the items registered in the wishlist and information about the conditions for obtaining those items (acquisition condition information). In this example, the acquisition condition information shows the items (materials) required to create the items (equipment) registered in the wishlist. In the example in Figure 2, the wishlist image P10 displays "Shield A," "Sword A," and "Sword B" which are registered in the wishlist, and also displays "Wing A," "Scale A," and "Ore A," which are required to create "Sword B," which was selected from among these.

[0066] Specifically, the display processing unit 102 identifies the items registered in the wish list by referring to the wish list stored in the storage unit 15. Next, the display processing unit 102 identifies the items (materials) required to produce each item (equipment) for each item registered in the wish list, based on the "table showing the correspondence between items (equipment) and the items (materials) required to produce that item" stored in the storage unit 15. Then, based on this identified information, the display processing unit 102 generates image data showing the wish list image P10, and displays the wish list image P10 on the display 21 based on that image data.

[0067] In addition, during the wishlist display process, the display processing unit 102 does not perform specific display processing (processing to change the display mode of the display elements to a predetermined display mode) on the wishlist image P10.

[0068] [Monster Encyclopedia Display Processing] Next, the monster encyclopedia display process will be explained with reference to Figures 3 to 5. When the conditions for starting the monster encyclopedia display process (for example, the condition that an operation to start the process is input to the controller 23) are met, the display processing unit 102 starts the monster encyclopedia display process. In the monster encyclopedia display process, the display processing unit 102 displays the monster encyclopedia image P20 on the display 21.

[0069] Monster Encyclopedia Image P20 is an image used to introduce the ecology and characteristics of monsters that the player character has discovered in the game space. As shown in Figure 3, Monster Encyclopedia Image P20 includes Monster List Image P21 and Monster Description Image P22. Monster List Image P21 is an example of an object list image. Monster Description Image P22 is an example of an object-related image.

[0070] The monster list image P21 includes a selectable list of monster icons 51. In the example in Figure 3, it includes monster icon 51 representing "Dragon A", monster icon 51 representing "Snake A", and monster icon 51 representing "Crocodile A", and these monster icons 51 are displayed arranged vertically and horizontally. The monster icons 51 are an example of display elements 50.

[0071] The monster description image P22 includes a description of the monster represented by any monster icon 51 selected from the monster list image P21. In the example in Figure 3, the monster icon 51 for "Dragon A" is selected from the monster list image P21, so the description of "Dragon A" is displayed in the monster description image P22. Therefore, if the selected monster icon 51 is switched to another icon 51, the display of the monster description image P22 will switch to the description of the monster corresponding to the other icon 51.

[0072] The display processing unit 102 performs specific display processing on the monster list image P21. Specifically, the display processing unit 102 displays the monster list image P21 on the display 21 such that specific icons 65 are associated with the monster icons 51 that correspond to specific display elements 60 among the monster icons 51 contained in the monster list image P21. In the example in Figure 3, the monster icon 51 representing "Dragon A" corresponds to specific display element 60, and specific icon 65 representing "Thumbtack" is attached to this monster icon 51.

[0073] The monster icon 51 corresponding to the specific display element 60 is a monster icon 51 that indicates a monster that is an object involved in obtaining an item. The display processing unit 102 can identify a monster that is an object involved in obtaining an item based on the "wish list" stored in the memory unit 15, a "table showing the correspondence between items (equipment) and the items (materials) necessary to produce those items," and a "table showing the correspondence between monsters and the items that can be collected from those monsters."

[0074] Furthermore, when an operation (for example, a predetermined button operation) to display the "Monster Part-Specific Reward Image P23" is input to the controller 23 while the Monster Encyclopedia image P20 is being displayed, the display processing unit 102 displays the Monster Part-Specific Reward Image P23 on the display 21. The Monster Part-Specific Reward Image P23 is an example of object-related information.

[0075] As shown in Figure 4, the monster part reward image P23 shows the monster part corresponding to the monster icon 51 selected from the monster list image P21, and for each part, it includes an item icon 52 indicating the items (materials) that can be collected from that part. In other words, the monster part reward image P23 is an image that visually represents what materials can be collected from each individual monster and from where. The item icon 52 is an example of a display element 50. In the example in Figure 4, it is shown that "Hide A" can be collected from the head and guard of Dragon A, "Hide A," "Wing A," and "Scale B" can be collected from Dragon A's wings, "Hide A," "Claw A," and "Orb A" can be collected from Dragon A's back, and "Scale A" can be collected from Dragon A's tail by stripping it. Therefore, if the selected monster icon 51 is switched to another icon 51, the display switches to the monster part reward image P23 for the monster corresponding to the other icon 51.

[0076] The display processing unit 102 performs specific display processing on the monster part reward image P23. Specifically, the display processing unit 102 displays the monster part reward image P23 on the display 21 so that the specific icon 65 is associated with the item icons 52 that correspond to the specific display element 60 among the item icons 52 included in the monster part reward image P23. In the example in Figure 4, the two item icons 52 representing "Wing A" and "Scale A" respectively correspond to the specific display element 60.

[0077] The item icon 52 corresponding to the specific display element 60 is an item icon 52 that indicates an item that corresponds to the acquisition medium. The display processing unit 102 can identify an item that corresponds to the acquisition medium based on the "wish list" stored in the storage unit 15 and the "table showing the correspondence between an item and the items (materials) necessary to produce that item". Therefore, if the selected monster icon 51 is switched to another monster icon 51, the item icon 52 that is associated with the specific icon 65 and displayed will also switch accordingly.

[0078] Furthermore, when an operation (for example, a predetermined button operation) to display the "Monster Reward List Image P24" is input to the controller 23 while the Monster Encyclopedia Image P20 is being displayed, the display processing unit 102 displays the Monster Reward List Image P24 on the display 21. The Monster Reward List Image P24 is an example of object-related information.

[0079] The Monster Reward List Image P24 shows the possible rewards for each monster when it is defeated or captured, as well as the difficulty of obtaining each reward. As shown in Figure 5, the Monster Reward List Image P24 includes a list of item icons 52 that indicate items (materials) that can be collected from the monsters indicated by the monster icon 51 selected from the Monster List Image P21. In the example in Figure 5, it is shown that "Hide A", "Wing A", "Scale A", "Claw A", and "Orb A" can be collected from Dragon A.

[0080] Additionally, the monster reward list image P24 includes the item description image P25. The item description image P25 contains a description of the item (material) indicated by the selected item icon 52 from the list of item icons 52. In Figure 5, the item icon 52 for "Scale A" is selected, so the description for "Scale A" is displayed in the item description image P25. If the selected item icon 52 in the list of item icons 52 is switched to another icon 52, the display will switch to the item description image P25 corresponding to the other icon 52.

[0081] The display processing unit 102 applies specific display processing to the monster reward list image P24, which includes the item description image P25. Specifically, the display processing unit 102 displays the monster reward list image P24 on the display 21 so that the specific icon 65 is associated with the item icons 52 that correspond to the specific display element 60 among the item icons 52 included in the monster reward list image P24. In the example in Figure 5, the two item icons 52 representing "Wing A" and "Scale A" respectively correspond to the specific display element 60. When the selected monster icon 51 in the monster list image P21 is switched to another monster icon 51, the display switches to the monster reward list image P24 corresponding to the other monster icon 51. In accordance with this switch, the display of the item icons 52 that may be awarded as rewards also switches, and the information of which item icons 52 are the specific display element 60 and have the specific icon 65 attached also switches.

[0082] [Quest counter display processing] Next, the quest counter display process will be explained with reference to Figures 6 to 9. When the conditions for starting the quest counter display process (for example, the condition that an operation to start the process is input to the controller 23) are met, the display processing unit 102 starts the quest counter display process. In the quest counter display process, the display processing unit 102 displays the quest counter image P30 on the display 21.

[0083] The quest counter image P30 is an image that displays the quests that the player character can accept. If there are many quests that the player character can accept, simply displaying all quests in a list would make it difficult for the user to choose which quest to assign to the player character. Therefore, as shown in Figure 6, the quest counter image P30 includes a quest menu image P31. The quest menu image P31 includes selectable menu icons 53 that indicate menus related to quests. The menus related to quests represent the type (classification) of the quest, and when a menu icon 53 is selected, the acceptable quests belonging to the selected classification are displayed as selectable. In other words, quests are displayed hierarchically via the menu image P31. Therefore, the user can assign quests to the player character by referring to the quest classification (type). The menu icon 53 is an example of a display element 50.

[0084] The display processing unit 102 performs specific display processing on the quest menu image P31. Specifically, the display processing unit 102 displays the quest menu image P31 on the display 21 so that the specific icon 65 is associated with the menu icon 53 that corresponds to the specific display element 60 among the menu icons 53 included in the quest menu image P31. In the example in Figure 6, the menu icon 53 indicating "mission / progress quest" corresponds to the specific display element 60.

[0085] The menu icon 53 corresponding to the specific display element 60 is the menu icon 53 related to the quest that is an acquisition-related quest. The display processing unit 102 can identify the quest that is an acquisition-related quest based on the "wish list" stored in the memory unit 15, the "table showing the correspondence between items and the items (materials) necessary to produce those items", the "quest database showing the details of each quest", and the "table showing the correspondence between monsters and the items (materials) that can be collected from those monsters". The quest database shows, for each quest, the monsters that appear in that quest, the game medium set as the reward for clearing that quest, and the game medium that can be collected in the field of that quest.

[0086] When a user selects a menu icon 53, they can prioritize selecting a menu icon 53 that has a specific icon 65 attached to it. This will display quests belonging to the type (category) of the selected menu icon 53. Among these, quests related to material acquisition will have an additional specific icon 65 attached near their icon name. This allows the user to prioritize assigning quests that are useful for acquiring materials used in the wish list to their player character.

[0087] Furthermore, while the quest counter image P30 is being displayed, if an operation to display the "quest list image P32" (for example, an operation to select the menu icon 53 for displaying quests) is input to the controller 23 separately from the quest menu image P31, the display processing unit 102 will display the quest list image P32 on the display 21.

[0088] The quest list image P32 is an image that displays a list of available quests in an easy-to-understand visual format. As shown in Figure 7, the quest list image P32 includes a list of quest icons 54 and a quest summary image P33. The quest icons 54 are an example of display elements 50. The quest summary image P33 is an example of a quest-related image.

[0089] The quest overview image on page 33 contains an overview of the quest selected from the list of 54 quest icons. The quest overview includes: 1) Information about the quest's objectives; 2) Information about the monsters that appear in the quest; 3) Information about the items set as rewards for completing the quest; 4) Information about the type of field where the quest takes place and its current status; and 5) A description of items that can be obtained in addition to the completion rewards in the quest.

[0090] In the example in Figure 7, the first description includes the objective "Hunt Dragon A". The second description includes a monster icon 51 indicating "Dragon A" as the monster that appears in the quest. The third description includes an item icon 52 indicating "Sword B" as the reward for completing the quest. The fourth description includes that the quest takes place in a field called "Sand Field", at night, and under weather conditions called "Extreme Weather". The fifth description includes three item icons 52 indicating "Wing A", "Scale A", and "Ore A" as items that can be obtained during the process of playing the quest.

[0091] The display processing unit 102 performs specific display processing on the quest list image P32. Specifically, the display processing unit 102 displays the quest list image P32 on the display 21 so that the specific icon 65 is associated with and displayed for the quest icons 54 that correspond to the specific display element 60 among the quest icons 54 contained in the quest list image P32.

[0092] Furthermore, the display processing unit 102 performs specific display processing on the quest overview image P33. Specifically, the display processing unit 102 displays the quest overview image P33 on the display 21 so that specific icons 65 are associated with and displayed on the "display elements 50 that correspond to specific display elements 60" among the display elements 50 contained in the quest overview image P33.

[0093] In the example in Figure 7, the monster icon 51 representing "Dragon A," the item icon 52 representing "Sword B," the three item icons 52 representing "Wing A," "Scale A," and "Ore A," respectively, and the quest icon 54 representing the quest in which "Dragon A" appears, all correspond to specific display elements 60. If the selected quest icon 54 in the quest list image P32 is switched to another icon 54, the display switches to the quest overview image P33 corresponding to the other icon 54. In accordance with this switch, the display of icons 51 and 52 representing the monsters appearing in the quest corresponding to the other icon 54, the clear reward, and the quest reward, respectively, also switches, and the information of which icons 51 and 52 are specific display elements 60 and which have specific icons 65 attached also switches.

[0094] Furthermore, when an operation to display the "quest reward image P34" (for example, an operation to select the 5th piece of information in the quest overview image P33) is input to the controller 23 while the quest counter image P30 is being displayed, the display processing unit 102 displays the quest reward image P34 on the display 21. The quest reward image P34 is an example of a quest-related image.

[0095] The quest reward image P34 is a more detailed image than the fifth explanation in the quest overview image P33, showing the contents of the rewards that can be obtained in the quest selected in the quest list image P54, as well as the difficulty of obtaining each reward. As shown in Figure 8, the quest reward image P34 includes item icons 52 that indicate the items that can be obtained in the quest. In the example in Figure 8, it is shown that "Hide A", "Wing A", "Scale A", "Claw A", "Orb A", "Ore A", and "Honey" can be collected in "Quest A".

[0096] Additionally, the quest reward image P34 includes the item description image P35. The item description image P35 contains a description of the item (material) indicated by the selected item icon 52 from the quest reward image P34. In Figure 8, the item icon 52 for "Scale A" is selected, so the description for "Scale A" is displayed in the item description image P35. If the selected item icon 52 in the quest reward image P34 is switched to another icon 52, the display will switch to the item description image P35 corresponding to the other icon 52.

[0097] The display processing unit 102 applies specific display processing to the quest reward image P34, which includes the item description image P35. Specifically, the display processing unit 102 displays the quest reward image P34 on the display 21 so that the specific icon 65 is associated with the item icons 52 that correspond to the specific display element 60 among the item icons 52 included in the quest reward image P34. In the example in Figure 8, the three item icons 52 representing "Wing A," "Scale A," and "Ore A" correspond to the specific display element 60. If the selected quest icon 54 in the quest list image P32 in Figure 7 is switched to another icon 54, the display switches to the quest overview image P33 corresponding to the other icon 54. When the quest reward image P34 in Figure 8 is displayed in this state, the display of the item icons 52 representing each of the rewards that can be obtained during the execution of the quest corresponding to the other icon 54 also switches, so the information of which item icon 52 is the specific display element 60 and has the specific icon 65 attached also switches.

[0098] Furthermore, when an operation to display the "quest details image P36" (for example, an operation to select the fourth piece of information in the quest overview image P33) is input to the controller 23 while the quest counter image P30 is being displayed, the display processing unit 102 displays the quest details image P36 on the display 21.

[0099] As shown in Figure 9, the quest details image P36 includes the quest map image P37. The quest map image P37 includes a map of the field where the quest takes place (Figure 9 shows a portion of the map as an example), monster icons 51 indicating the locations of monsters that appear in that field (locations on the map), and item icons 52 indicating the locations of items that can be collected in that field (locations on the map).

[0100] Additionally, the quest details image P36 includes the quest summary image P38. The quest summary image P38 includes a description of the type of field and its current status, which is the setting for the quest selected in Figure 7, a description of the monsters that appear in the field, and a description of events currently occurring in the field. In the example in Figure 9, the description of the monsters that appear in the field includes monster icons 51 representing "Dragon A," "Snake A," and "Dragonfly A," as monsters that appear in the quest. The description of events currently occurring in the field includes information indicating that a particular material is appearing in greater quantities than usual, and an item icon 52 representing the particular material "Honey."

[0101] The display processing unit 102 performs specific display processing on the quest summary image P38. Specifically, the display processing unit 102 displays the quest summary image P38 on the display 21 so that specific icons 65 are associated with the display elements 50 included in the quest summary image P38 that correspond to specific display elements 60. In the example in Figure 8, of the three monster icons 51 representing "Dragon A," "Snake A," and "Dragonfly A," and the item icon 52 for "Honey," the monster icon 51 for "Dragon A" corresponds to specific display element 60. If the selected quest icon 54 in the quest list image P32 in Figure 7 is switched to another icon 54, the display switches to the quest details image P36 corresponding to the other icon 54. In accordance with this switch, the display of the quest summary image P38 also switches, and the information of which icons 51, 52 are specific display elements 60 and to which specific icons 65 are attached also switches.

[0102] [Play map display processing] Next, the playmap display process will be explained with reference to Figures 10 to 14. When the conditions for starting the playmap display process (for example, when an operation to start the process is input to the controller 23) are met, the display processing unit 102 starts the playmap display process. In the playmap display process, the display processing unit 102 displays the playmap image P40 on the display 21. The playmap image P40 is an example of a map image.

[0103] The play map image P40 is an image that shows the shape and condition of the field as viewed from above and below. As shown in Figure 10, the play map image P40 includes a map of the field in the game played by the user, monster icons 51 that indicate the location (location on the map) of monsters that appear in that field, and item icons 52 that indicate the location (location on the map) of items that can be collected in that field. In the example in Figure 10, there are three types of monster icons 51, representing "Dragon A," "Snake A," and "Dragonfly A," and two types of item icons 52, representing "Ore A" and "Honey." Although not shown in Figure 10, the play map image P40 may also display the position of the player character.

[0104] The display processing unit 102 performs specific display processing on the play map image P40. Specifically, the display processing unit 102 displays the play map image P40 on the display 21 so that specific icons 65 are associated with and displayed on the "display elements 50 that correspond to specific display elements 60" among the display elements 50 contained in the play map image P40. In the example in Figure 10, the monster icon 51 representing "Dragon A" and the item icon 52 representing "Ore A" correspond to specific display elements 60.

[0105] Furthermore, the location and presence of monsters within the game space change in accordance with the temporal changes in the game environment. Similarly, the location and presence of items within the game space also change in accordance with the temporal changes in the game environment.

[0106] The display processing unit 102 displays the play map image P40 on the display 21 such that the "monster icons 51 indicating the location of monsters" and the "item icons 52 indicating the location of items" in the play map image P40 change in accordance with the temporal changes in the situation in the game space.

[0107] For example, the display processing unit 102 monitors the "positions of each monster and item (positions in the game space)" shown in the game data updated by the game progress unit 100, and periodically repeats the process (icon placement process) to place monster icons 51 and item icons 52 on the map shown in the play map image P40.

[0108] In the icon placement process, the display processing unit 102 determines the respective positions of monsters and items shown on the play map image P40 based on the respective positions of monsters and items shown in the game data, and places the monster icon 51 and item icon 52 at each of the determined positions. In addition, the display processing unit 102 applies a specific display process to the play map image P40 each time the icon placement process is performed. As a result, the position and presence or absence of the display elements 50 included in the play map image P40 change in accordance with the temporal changes in the situation in the game space, and the specific display elements 60 also change.

[0109] Furthermore, the display processing unit 102 applies a specific display process to the play map image P40 each time an icon placement process is performed. As a result, the position and presence or absence of the display elements 50 (display elements 50 including the specific display element 60) included in the play map image P40 change in accordance with the temporal changes in the situation in the game space. Consequently, the position and presence or absence of the specific display element 60 included in the play map image P40 change in accordance with the temporal changes in the situation in the game space. Therefore, the user can play while visually checking the play map image P40, which reflects the position and presence or absence of the specific display element 60 with the specific icon 65 attached in real time.

[0110] Furthermore, if an operation to display the "summary image P41" (for example, a predetermined button operation) is input to the controller 23 while the play map image P40 is being displayed, the display processing unit 102 will display the summary image P41 on the display 21.

[0111] As shown in Figure 11, summary image P41 includes information about the type and status of the field where gameplay is currently taking place, information indicating the game's progress in the field, such as currently appearing monsters (recommended information in this example), information indicating the monsters currently present in the field, and information indicating ongoing events.

[0112] In the example in Figure 11, the information indicating the game's progress includes two monster icons 51 representing the currently appearing monsters, "Dragon A" and "Snake A," respectively, and an item icon 52 representing "Honey." The information indicating monsters appearing on the field includes three monster icons 51 representing "Dragon A," "Snake A," and "Dragonfly A." The information indicating an ongoing event includes information indicating that a specific material is appearing in greater quantities than usual, and an item icon 52 representing the specific material "Honey."

[0113] The display processing unit 102 performs specific display processing on the summary image P41. Specifically, the display processing unit 102 displays the summary image P41 on the display 21 such that a specific icon 65 is associated with and displayed on the "display element 50 that corresponds to the specific display element 60" among the display elements 50 contained in the summary image P41. In the example in Figure 11, the monster icon 51 representing "Dragon A" corresponds to the specific display element 60 in the summary image P41. As the position and presence or absence of the specific display element 60 contained in the play map image P40 change, the specific display element 60 in the summary image P41 also changes in accordance with these changes.

[0114] Furthermore, when an operation to display the "summary forecast image P42" (for example, a predetermined button operation) is input to the controller 23 while the play map image P40 is being displayed, the display processing unit 102 displays the summary forecast image P42 on the display 21.

[0115] As shown in Figure 12, the summary forecast image P42 shows the predicted results regarding the temporal changes in the field conditions where gameplay is currently taking place. Specifically, the summary forecast image P42 includes monster icons 51 and item icons 52, respectively, indicating the monsters and items that are predicted to appear in the field currently being played, a timeline showing the predicted location and presence of those monsters and items, and a time slider bar SB that specifies the time of the predicted results to be reflected in the play map image P40.

[0116] By inputting an operation to slide the time slider bar SB into controller 23, the prediction results (the location and presence of monsters and items in the future) reflected in the play map image P40 change. The play map image P40 reflects the prediction results for the future time specified by the time slider bar SB. For example, the game progress unit 100 derives the above prediction results based on the game's progress up to the present.

[0117] In the example in Figure 12, the summary forecast image P42 includes three monster icons 51 representing "Dragon A," "Snake A," and "Dragonfly A," and two item icons 52 representing "Ore A" and "Honey."

[0118] The display processing unit 102 performs specific display processing on the summary forecast image P42. Specifically, the display processing unit 102 displays the summary forecast image P42 on the display 21 such that specific icons 65 are associated with and displayed for the "display elements 50 that correspond to specific display elements 60" among the display elements 50 contained in the summary forecast image P42. In the example in Figure 12, the monster icon 51 representing "Dragon A" and the item icon 52 representing "Ore A" correspond to specific display elements 60.

[0119] Furthermore, the future position and presence of monsters in the game space will change in accordance with the future temporal changes in the situation within the game space as shown in the above prediction results. In addition, the future position and presence of items in the game space will change in accordance with the future temporal changes in the situation within the game space.

[0120] The display processing unit 102 displays the play map image P40 on the display 21 such that the "monster icon 51 indicating the future position of monsters" and the "item icon 52 indicating the future position of items" in the play map image P40 change in accordance with the future temporal changes in the situation in the game space as shown in the prediction results. In this way, the prediction results are reflected in the play map image P40.

[0121] For example, each time the future time specified by the time slider bar SB is changed, the display processing unit 102 performs a process (icon placement process) to place monster icons 51 and item icons 52 on the map shown in the play map image P40, based on the "future positions (positions in the game space) of each monster and item" shown in the prediction results obtained by the game progress unit 100.

[0122] In the icon placement process, the display processing unit 102 determines the future positions of monsters and items shown in the play map image P40 based on their respective future positions shown in the game data, and places the monster icon 51 and item icon 52 at each of these determined positions. In addition, the display processing unit 102 applies a specific display process to the play map image P40 each time the icon placement process is performed. As a result, the position and presence or absence of the display elements 50 included in the play map image P40 change in accordance with the future temporal changes in the situation in the game space shown in the prediction results, and the specific display elements 60 also change.

[0123] Furthermore, the display processing unit 102 applies a specific display process to the play map image P40 each time an icon placement process is performed. As a result, the position and presence or absence of the display elements 50 (including the specific display elements 60) included in the play map image P40, which reflects the above prediction results, change in accordance with the temporal changes in the situation within the game space as shown in the above prediction results. As a result, the position and presence or absence of the specific display elements 60 included in the play map image P40 change in accordance with the temporal changes in the situation within the game space.

[0124] Furthermore, if an operation to display the "icon filter image P50" (for example, a predetermined button operation) is input to the controller 23 while the play map image P40 is being displayed, the display processing unit 102 superimposes the icon filter image P50 onto the play map image P40 and displays it on the display 21.

[0125] As shown in Figure 13, the icon filter image P50 shows a list of display elements 50 (in this example, monster icons 51 and item icons 52) that are placed on the play map image P40. The icon filter image P50 is an image that is manipulated to restrict (filter) the display elements 50 that are placed on the play map image P40.

[0126] Specifically, the playmap image P40 includes a checkbox associated with the display element 50. When an operation to select (check) a checkbox in the playmap image P40 is input to the controller 23, the display element 50 corresponding to that checkbox is selected.

[0127] The display processing unit 102 restricts (filters) the display elements 50 displayed in the playmap image P40 based on the selection results of the display elements 50 in the icon filter image P50. Specifically, the display processing unit 102 displays the playmap image P40 on the display 21 so that only the display elements 50 selected in the icon filter image P50 are placed on the map shown in the playmap image P40.

[0128] For example, as shown in Figure 13, when the monster icon 51 representing "Dragon A" and the item icon 52 representing "Ore A" are selected in the icon filter image P50, the play map image P40 shown in Figure 10 changes to the play map image P40 shown in Figure 14. In the play map image P40 shown in Figure 14, the monster icon 51 representing "Dragon A" and the item icon 52 representing "Ore A" that were selected in the icon filter image P50 are placed, but the other monster icons 51 and item icons 52 are not placed.

[0129] The display processing unit 102 performs specific display processing on the icon filter image P50. Specifically, the display processing unit 102 displays the summary forecast image P42 on the display 21 so that specific icons 65 are associated with and displayed on the "display elements 50 that correspond to specific display elements 60" among the display elements 50 included in the icon filter image P50. In the example in Figure 13, the monster icon 51 representing "Dragon A" and the item icon 52 representing "Ore A" correspond to specific display elements 60.

[0130] In this example, the display processing unit 102 also changes the order of the display elements 50 in the icon filter image P50 so that the display elements 50 corresponding to the specific display elements 60 are displayed preferentially in the icon filter image P50. Specifically, the display processing unit 102 changes the order of the display elements 50 in the icon filter image P50 so that the "display elements 50 corresponding to the specific display elements 60" among the display elements 50 included in the icon filter image P50 are placed at the top of the icon filter image P50.

[0131] [Processing to display the list of acquisition conditions] Next, with reference to Figure 15, the acquisition conditions list display process will be explained. When an operation to select a specific display element 60 included in an image displayed on the display 21 (an image containing a specific display element 60, for example, the monster part-specific reward image P23 in Figure 4) is input to the controller 23, the display processing unit 102 starts the acquisition conditions list display process. In the acquisition conditions list display process, the display processing unit 102 displays the acquisition conditions list image P60 on the display 21. The acquisition conditions list image P60 is an example of an acquisition conditions list.

[0132] As shown in Figure 15, the acquisition conditions list image P60 shows the acquisition conditions for obtaining items related to the "specific display element 60" among the items registered in the wish list. In the example in Figure 15, "Wing A," "Scale A," and "Ore A" are shown as items (acquisition involvement mediums) necessary to create "Sword B." In addition, "Dragon A" is shown as a monster (acquisition involvement object) from which the items necessary to create "Sword B" can be collected. Furthermore, "Quest A" is shown as a quest (acquisition involvement quest) in which "Dragon A," from which the items necessary to create "Sword B" can be collected, appears. In this way, by selecting a specific display element 60 with a specific icon 65, the user can easily check the acquisition conditions for items related to that element 60, thus improving user convenience.

[0133] [Notification Processing] The notification process is performed by the game progress unit 100 and is a process to notify the player character that an acquisition target (acquisition target object or acquisition target medium) is near the player character in the game space during play.

[0134] As shown in Figure 16, in this example, player character C1 moves by riding on a vehicle (in this case, a horse), which is non-player character C2. Alternatively, player character C1 may move automatically (without any user input) while riding on non-player character C2.

[0135] In the notification process, the game progress unit 100 detects the position of a specific display element 60 on the map shown in the play map image P40. The game progress unit 100 also detects the position of the player character C1 on the map. When the specific display element 60 is included within a predetermined range (for example, a circular range representing the position of player character C1) on the map, the game progress unit 100 outputs notification information to notify that an acquisition target (acquisition target object or acquisition target medium) is near the player character C1.

[0136] Specifically, the game progress unit 100 may display a play image P70 on the display 21 that includes an image indicating notification information (for example, an image of a speech bubble that says "The material you are looking for is nearby!"). Alternatively, the game progress unit 100 may output an audio message indicating notification information (for example, an audio message that says "The material you are looking for is nearby!") to the speaker 22.

[0137] In the notification process, the game progress unit 100 may display the play image P70 on the display 21 such that the display mode of the monster (or item) corresponding to the specific display element 60 included within the predetermined range in the play image P70 is a predetermined display mode. Examples of predetermined display modes for monsters (or items) include a mode in which the monster (or item) emits light or blinks, a display mode in which the color of the monster (or item) changes, and a display mode in which the size of the monster (or item) increases.

[0138] Furthermore, in the notification process, the game progress unit 100 may change the notification information output when the specific display element 60 comes into the predetermined range, according to the remaining time until the monster (or item) corresponding to the specific display element 60 disappears from the field, in accordance with the temporal changes in the situation in the game space.

[0139] For example, if the remaining time falls below the predetermined time, the notification displayed will be a message (dialogue) saying, "The material you're looking for is nearby!", while if the remaining time does not fall below the predetermined time, the notification displayed will be a second notification (more urgent than the former) saying, "Please collect the material quickly!"

[0140] Furthermore, in the notification process, the game progress unit 100 may change the size of the predetermined range according to the remaining time. For example, the size of the predetermined range when the remaining time is less than the predetermined time is larger than the size of the predetermined range when the remaining time is not less than the predetermined time.

[0141] Furthermore, non-player character C2 does not have to be a vehicle. For example, non-player character C2 may be a character that follows player character C1.

[0142] [Summary of Embodiments] To summarize, the game program of the embodiment causes a computer system (control unit 16) having one or more cooperating computers to function as a registration unit 101 that registers game media specified by the user in a list (wish list), and a display processing unit 102 that displays game images on the display 21. The display processing unit 102 displays the image on the display 21 such that the display mode of specific display elements 60, which are among the display elements 50 included in the image (such as the monster list image P21), and which are display elements 50 related to the object involved in fulfilling the conditions for obtaining the game media registered in the list, becomes a predetermined display mode.

[0143] Furthermore, the game system (game device 1) of the embodiment includes the registration unit 101 and the display processing unit 102.

[0144] Furthermore, the display control method of the embodiment is a method for controlling the display of game images, and comprises a registration step (registration process) and a display control step (display process). In the registration step, the game medium specified by the user is registered in a list (wish list). In the display control step, the image is displayed on the display 21 such that the display mode of a specific display element 60, which is a display element 50 related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is a predetermined display mode.

[0145] [Effects of the Embodiment] As described above, in this embodiment, by changing the display mode of the specific display element to a predetermined display mode, the user can recognize which display element 50 corresponds to the "specific display element 60 related to the subject involved in fulfilling the conditions for obtaining the game medium registered in the list (acquisition subject)." This makes it easy to recognize the acquisition subject. This improves user convenience.

[0146] Furthermore, in this embodiment, the image described above is different from the list image (wishlist image P10) that shows the list. It should be noted that in cases where the image is different from the list image, it may be difficult to recognize what the item being acquired is.

[0147] In the above configuration, by applying "processing to change the display mode of the specific display element 60 to a predetermined display mode" to an image different from the list image, the target of acquisition can be easily recognized in an image different from the list image. Furthermore, by not applying the above processing to the list image, the display of the list image can be kept from becoming cumbersome.

[0148] Furthermore, in this embodiment, objects (monsters) are placed in the game space where the game progresses. These objects include objects from which game media can be obtained. The above-mentioned objects relate to objects from which registered media, which are game media registered in the list, or usable media (material items), which are game media used to generate registered media.

[0149] The above configuration makes it easy to recognize objects from which registration media or usage media can be obtained (objects involved in obtaining media).

[0150] Furthermore, in the embodiment, the above image includes a map image (play map image P40) showing a map of the game space. The map image includes display elements 50 (monster icons 51) that indicate the location of objects. The specific display elements 60 include display elements that indicate the location of objects in the map image where the registration medium or usage medium can be obtained.

[0151] In the above configuration, the location of objects (objects involved in obtaining) from which registration media or usage media can be obtained can be easily recognized in the map image.

[0152] Furthermore, in this embodiment, the position of objects in the game space changes in response to temporal changes in the situation within the game space. The display processing unit 102 displays the map image on the display 21 such that the display elements 50 indicating the positions of objects in the map image change in response to temporal changes in the situation within the game space.

[0153] In the above configuration, a specific display element 60 indicating the location of an object (acquisition-involved object) from which a registration medium or usage medium can be obtained can be changed in response to temporal changes in the situation within the game space. For example, the position and display status of the specific display element 60 can be changed. This allows the specific display element 60 to be appropriately changed to match the temporal changes in the situation within the game space.

[0154] In addition, in this embodiment, the display processing unit 102 displays the map image on the display 21 such that, among the display elements 50 indicating the location of an object, only the display elements 50 indicating the location of an object from which a registered medium or a used medium can be obtained (objects involved in obtaining the medium) are included in the map image.

[0155] In the above configuration, the display elements 50 that indicate the location of objects in the map image can be narrowed down to only "specific display elements 60 that indicate the location of objects from which registration media or usage media can be obtained (objects involved in obtaining)." This makes it even easier to recognize the location of objects involved in obtaining in the map image.

[0156] Furthermore, in the embodiment, the above image includes an object list image (monster list image P21) showing a list of objects that appear in the game. The object list image includes display elements 50 (monster icons 51) that indicate the type of object. The specific display elements 60 include display elements that indicate the type of object (acquisition-involved object) from which the registration medium or usage medium can be obtained in the object list image.

[0157] In the above configuration, the types of objects for which registration media or usage media can be obtained (objects involved in acquisition) can be easily recognized in the object list image.

[0158] Furthermore, in this embodiment, the game includes quests. The images above are related to quests and include quest-related images (such as the quest overview image P33) that show objects that appear in the quest. The quest-related images include display elements 50 (monster icons 51) that show the types of objects that appear in the quest. The specific display elements 60 include display elements that show the types of objects (objects involved in acquisition) from which registration media or usage media can be obtained in the quest-related images.

[0159] In the above configuration, the type of object from which the registration medium or usage medium can be obtained (object involved in obtaining the medium) can be easily recognized in quest-related images.

[0160] Furthermore, in this embodiment, the game space in which the game progresses contains obtainable media (items), which are game media that can be obtained within the game space. The above-mentioned object relates to obtainable media (obtainable media) that correspond to registered media, which are game media registered in the list, or used media, which are game media used to generate registered media.

[0161] The above configuration makes it easy to recognize available media (media involved in acquisition) that correspond to registered media or media used.

[0162] Furthermore, in the embodiment, the above image includes a map image showing a map of the game space. The map image includes display elements 50 (item icons 52) indicating the locations of available media. The specific display elements 60 include display elements that indicate the locations of available media (media involved in acquisition) that correspond to registered media or used media in the map image.

[0163] In the above configuration, the location of available media (media involved in acquisition) corresponding to the registered media or the media used can be easily recognized in the map image.

[0164] Furthermore, in this embodiment, the availability of media within the game space changes in accordance with the temporal changes in the situation within the game space. The display processing unit 102 displays the map image on the display 21 such that the display elements 50 indicating the location of the media within the map image change in accordance with the temporal changes in the situation within the game space.

[0165] In the above configuration, a specific display element 60 indicating the location of the available medium (medium involved in acquisition) corresponding to the registration medium or usage medium can be changed in response to temporal changes in the situation within the game space. For example, the location and display status of the specific display element 60 can be changed. This allows the specific display element 60 to be appropriately changed to match the temporal changes in the situation within the game space.

[0166] Furthermore, in this embodiment, the display processing unit 102 displays the map image on the display 21 such that, among the display elements 50 indicating the location of available media, only the display elements 50 indicating the location of registered media or media used that are available media (media involved in acquisition) are included in the map image.

[0167] In the above configuration, the display elements 50 that indicate the location of objects in the map image can be narrowed down to only "specific display elements 60 that indicate the location of the available media (media involved in acquisition) corresponding to the registered media or the media used." This makes it even easier to recognize the location of the media involved in acquisition in the map image.

[0168] Furthermore, in the embodiment, the above image is an image related to an object and includes an object-related image (such as the monster part reward image P23) that shows the game media obtainable from the object. The obtainable media includes game media (items) obtainable from the object. The object-related image includes a display element 50 (item icon 52) that indicates the type of obtainable media. The specific display element 60 includes a display element that indicates the type of obtainable media (obtainable media involved in media acquisition) that corresponds to the registered media or the media used in the object-related image.

[0169] In the above configuration, the type of available media (media involved in acquisition) corresponding to the registration medium or usage medium can be easily recognized in object-related images.

[0170] Furthermore, in this embodiment, the game includes quests. The images above are related to quests and include quest-related images (such as the quest overview image P33) that show game media available in the quest. Available media include game media available in the quest. The quest-related images include display elements 50 that indicate the type of available media. The specific display elements 60 include display elements that indicate the type of available media (media involved in acquisition) that corresponds to the registered media or the media used in the quest-related images.

[0171] In the above configuration, the type of obtainable medium (medium involved in obtaining) corresponding to the registration medium or usage medium can be easily recognized in quest-related images.

[0172] In addition, in the embodiments, the game includes quests. The quests include quests in which game media can be obtained. The above subject relates to quests (acquisition involvement quests) in which registered media, which are game media registered in the list, or used media, which are game media used to generate registered media.

[0173] The above configuration makes it easy to recognize the quest (quests involving obtaining the registration medium or usage medium) for which the registration medium can be obtained.

[0174] Furthermore, in the embodiment, the above image includes a quest list image P32 showing a list of quests. The quest list image includes display elements 50 (quest icons 54) that indicate quests. The specific display elements 60 include display elements in the quest list image that indicate quests (acquisition-involved quests) for which registration media or usage media can be obtained.

[0175] With the above configuration, it is possible to easily identify quests in the quest list image where registration materials or usage materials can be obtained (quests involving acquisition).

[0176] In another embodiment, the display processing unit 102, in response to an operation to select a specific display element 60, displays on the display 21 an acquisition condition image (acquisition condition list image P60) that shows the conditions for obtaining a game medium from the list that corresponds to the target indicated by the specific display element 60.

[0177] In the above configuration, by displaying the acquisition condition image on the display 21, the acquisition conditions for the game medium corresponding to the selected specific display element 60 (the acquisition conditions for the game medium involving the object related to the specific display element 60) can be easily recognized.

[0178] (Other embodiments) In the above explanation, the following configuration or processing may be used.

[0179] The processing (specific display processing) for changing the display manner of the specific display element 60 to a predetermined manner may be applied to all of the specific display elements 60 included in the image displayed on the display 21, or it may be applied to some of the specific display elements 60 included in the image displayed on the display 21.

[0180] For example, when multiple images are displayed on top of each other, specific display processing may be applied to specific display elements 60 contained in the image at the forefront, while specific display processing may not be applied to specific display elements 60 contained in the other images. Specifically, in the "play map image P40 with summary image P41 displayed on top" shown in Figure 11, specific display processing may be applied only to specific display elements 60 contained in summary image P41.

[0181] The game program may be implemented to be executed by multiple cooperating computers. In this case, the processing performed in the control unit 16 of the game device 1 may be handled by one of the multiple computers, or it may be divided among multiple computers. For example, the game program may be a game program for an online game that is executed by the control unit of the game device 1 and the control unit of a server device (not shown) communicating via a network.

[0182] In the above case, the processing performed in the control unit 16 of the game device 1 may be performed in the control unit of the server device, or it may be shared between the control unit of the game device 1 and the control unit of the server device. The game system may consist of the control unit of one information processing device (game device 1), or it may consist of the control units of multiple information processing devices.

[0183] For example, in the above embodiment, it was explained that a database for managing game media, information for managing game progress (such as management information like lists and tables, and data showing game progress results), and data related to the wish list are stored in the storage unit 15 of the game device 1. However, these may also be stored and managed in a server device (not shown) in association with a user ID, etc. In this case, when a user logs into the game and selects save data for a player character to play, the user ID and data related to the selected save data are sent to the server device, and the server device sends the data related to the selected save data from the data it manages to the game device 1, allowing the user to enjoy the same game as in the above embodiment.

[0184] Games are not limited to action games. For example, a game could be a role-playing game, a simulation game, or any other type of game.

[0185] The play map image may be generated by a method other than the one described in the above embodiment. For example, the display processing unit 102 may generate a play map image by arranging objects on the field based on the "positions of each monster and item (positions in the game space)" indicated in the game data, and then capturing an overhead view of the field where the processing has been performed using a virtual camera positioned above. In this case, the display processing unit 102 can overlay a specific icon 65 on objects corresponding to specific display elements 60 among the monsters and items on the generated play map image.

[0186] The effects and benefits of the present invention will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine these embodiments with other embodiments, and with other embodiments as appropriate. The above embodiments are essentially preferred examples and are not intended to limit the scope of the present invention, its applications, or its uses. [Explanation of symbols]

[0187] 1. Game device (game system) 10 game consoles 11 Network Interfaces 12. Graphics Processing Unit 13 Audio Processing Unit 14. Operation Processing Unit 15 Storage section 16 Control Unit 21 displays 22 speakers 23 Controllers 50 display elements 60 Specific display elements 100 Game Management Department 101 Registration Department 102 Display Processing Unit

Claims

1. A computer system having one or more cooperating computers, A registration unit that registers the game media specified by the user in a list, It functions as a display processing unit that displays game images on the screen. The display processing unit displays the image on the display so that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, becomes a predetermined display mode. In response to an operation to select a specific display element, the display processing unit displays on the display an acquisition condition image indicating the conditions for obtaining a game medium from the list that corresponds to the target related to the specific display element. Game program.

2. In the game program of claim 1, The aforementioned image is a different image from the list image that shows the aforementioned list. Game program.

3. In the game program of claim 2, Objects are placed in the game space where the aforementioned game takes place. The aforementioned object includes an object from which the game medium can be obtained, The aforementioned object relates to the object from which the registered medium, which is the game medium registered in the list, or the used medium, which is the game medium used to generate the registered medium, can be obtained. Game program.

4. In the game program of claim 3, The aforementioned image includes a map image showing the map of the game space, The map image includes display elements that indicate the location of the object, The aforementioned specific display element includes a display element that indicates the location of the object in the map image where the registration medium or the usage medium can be obtained. Game program.

5. In the game program of claim 4, In response to the temporal changes in the situation within the game space, the position of the object changes within the game space. The display processing unit causes the map image to be displayed on the display such that the display elements indicating the positions of the objects in the map image change in accordance with the temporal changes in the situation in the game space. Game program.

6. In the game program of claim 4, The display processing unit causes the map image to be displayed on the display such that, among the display elements indicating the location of the object, only the display elements indicating the location of the object from which the registration medium or the usage medium can be obtained are included in the map image. Game program.

7. In the game program of claim 3, The aforementioned image includes an object list image showing a list of the objects that appear in the game, The object list image includes display elements indicating the type of object, The aforementioned specific display element includes a display element in the object list image that indicates the type of object from which the registration medium or usage medium can be obtained. Game program.

8. In the game program of claim 3, The aforementioned game includes quests, The aforementioned image is an image related to the quest and includes a quest-related image showing the object that appears in the quest. The aforementioned quest-related image includes a display element indicating the type of object that appears in the quest. The aforementioned specific display element includes a display element in the quest-related image that indicates the type of object from which the registration medium or usage medium can be obtained. Game program.

9. In the game program of claim 2, In the game space in which the game progresses, available media, which are game media that can be obtained within the game space, are arranged. The aforementioned subject relates to the available media which are registered media which are game media registered in the list, or used media which are game media used to generate the registered media. Game program.

10. In the game program of claim 9, The aforementioned image includes a map image showing the map of the game space, The map image includes a display element indicating the location of the available media, The aforementioned specific display element includes a display element that indicates the location of the available media corresponding to the registered media or the media used in the map image. Game program.

11. In the game program of claim 10, In response to the temporal changes in the situation within the game space, the availability of the obtainable media within the game space changes. The display processing unit causes the map image to be displayed on the display such that the display elements indicating the location of the available media in the map image change in accordance with the temporal changes in the situation in the game space. Game program.

12. In the game program of claim 10, The display processing unit causes the map image to be displayed on the display so that, among the display elements indicating the location of the available media, only the display elements indicating the location of the registered media or the media being used are included in the map image. Game program.

13. In the game program of claim 9, Objects are placed in the game space where the aforementioned game takes place. The aforementioned object includes an object from which the game medium can be obtained, The aforementioned images are images related to the object and include object-related images showing game media available from the object, The aforementioned available media includes game media available from the aforementioned object. The object-related image includes a display element indicating the type of available medium, The aforementioned specific display element includes a display element that indicates the type of available medium corresponding to the registered medium or the used medium in the object-related image. Game program.

14. In the game program of claim 9, The aforementioned game includes quests, The aforementioned image is an image related to the quest and includes a quest-related image showing a game medium obtainable in the quest. The aforementioned obtainable media includes game media obtainable in the aforementioned quest. The aforementioned quest-related image includes a display element indicating the type of available medium, The aforementioned specific display element includes a display element that indicates the type of available medium corresponding to the registration medium or the usage medium in the quest-related image. Game program.

15. In the game program of claim 2, The aforementioned game includes quests, The aforementioned quest includes a quest in which the aforementioned game medium can be obtained, The aforementioned subject relates to the quest in which a registered medium, which is the game medium registered in the list, or a used medium, which is the game medium used to generate the registered medium, can be obtained. The aforementioned image includes a quest list image showing a list of the aforementioned quests, The aforementioned quest list image includes display elements that indicate the quests, The aforementioned specific display element includes a display element in the quest list image that indicates the quest from which the registration medium or usage medium can be obtained. Game program.

16. A registration unit that registers the game media specified by the user in a list, It includes a display processing unit that displays game images on a display, The display processing unit displays the image on the display so that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, becomes a predetermined display mode. In response to an operation to select a specific display element, the display processing unit displays on the display an acquisition condition image indicating the conditions for obtaining a game medium from the list that corresponds to the target related to the specific display element. Game system.

17. A method for controlling the display of game images, A registration step to add the game medium specified by the user to the list, The system includes a display control step of displaying the image on a display such that the display mode of a specific display element, which is a display element related to an object involved in fulfilling the conditions for obtaining the game medium registered in the list, is in a predetermined display mode. In the display control step, in response to an operation to select the specific display element, the display shows an acquisition condition image indicating the conditions for obtaining a game medium from the list that corresponds to the target related to the specific display element. Display control method.