program
The program addresses cumbersome quest selection by enabling automatic quest initiation and cooperative play with other players, improving player convenience and engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-09-25
- Publication Date
- 2026-06-25
AI Technical Summary
Existing game programs require players to repetitively select and start quests to obtain necessary items, leading to cumbersome gameplay and reduced motivation, and fail to promote cooperative interactions based on player needs.
A program that automatically identifies quests or item acquisition opportunities with other players, such as friends or guild members, based on item requirements, allowing for cooperative play and social interaction.
Enhances player convenience by transforming solitary item acquisition into cooperative play, promoting natural interaction and increasing player interest and community engagement.
Smart Images

Figure 0007880473000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program.
Background Art
[0002] Conventionally, in a game where so-called items and equipment can be synthesized, there has been a program that enables generation of output information for displaying, on a player's terminal device, a quest selection screen including a list of quests from which material items necessary for synthesis can be obtained (see, for example, Patent Document 1). On the quest selection screen, quests that the player has cleared and quests that have not been cleared are displayed discriminably, and the player can easily grasp whether a quest from which the necessary material items can be obtained has been cleared. Also, before executing multiplayer, a specific friend (hereinafter also referred to as a specific friend) is randomly selected from friends, and by executing multiplayer with the specific friend, a special reward can be obtained, and a technique for promoting communication with friends is also known (see Patent Document 2). This technique aims to activate communication by giving an incentive to play with a specific friend designated by the system side.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the program described in Patent Document 1 has the problem that although it displays quests in which the necessary material items can be obtained, starting a quest requires the player to select and start the quest, which is cumbersome. If the player needs multiple items and each item requires a different quest, the player has to display the quest selection screen for each item, select the quest, and start the quest, repeating this series of operations multiple times. Such routine tasks reduce the player's motivation to play the game and lead to a decline in user interest. Furthermore, the technology described in Patent Document 2 promotes interaction with "specific friends" selected by the system, and does not promote cooperative relationships based on the specific need of the player to acquire items that they "now" need for game progression. Therefore, it is difficult to link it to the player's practical motivation for gameplay, and there is a problem that the effect of promoting interaction is limited.
[0005] This invention has been made in view of the above circumstances, and aims to provide a program that can improve player convenience, transform the solitary task of acquiring items into cooperative play with other players, thereby promoting natural interaction among players and enhancing player enjoyment. [Means for solving the problem]
[0006] To achieve the above-mentioned objectives, the present invention is configured as follows.
[0007] The program according to the present invention includes a confirmation means for checking the progress of a player in a predetermined game, a first information acquisition means for acquiring first information relating to necessary objects required by the first player in the progress, and the first player and 2nd A second information acquisition means for acquiring second information indicating whether a player has a predetermined relationship with the player, The first player and the Second player andThe computer is configured to function as follows: determination means for determining whether the second player satisfies predetermined conditions related to the required object when the relationship described above is in place; and output means for outputting third information to at least the first player that facilitates communication between the first player and the second player regarding the required object when it is determined that the second player satisfies the predetermined conditions.
[0008] Furthermore, the program according to the present invention may include in the predetermined game a quest upon completion which yields a predetermined reward, the predetermined condition includes the second player starting or in the process of completing the quest in which the required object can be obtained as the predetermined reward, and the interaction may be an invitation to participate in the quest in which the required object can be obtained.
[0009] Furthermore, the program according to the present invention may include the predetermined condition that the second player possesses the necessary object, and the exchange may be a transaction of the necessary object.
[0010] Furthermore, the program according to the present invention includes a quest in the predetermined game that provides a predetermined reward upon completion, and the predetermined relationship is as follows: 2nd The player of the first player's progress and The predetermined conditions include being in substantially the same situation, and the predetermined conditions include the second player also needing the required object. Furthermore, if it is determined that the second player satisfies the predetermined conditions, the computer may be made to function as a party creation means for creating a party including the first player and the second player, and the created party may be made capable of executing the quest in which the required object can be obtained as a predetermined reward. [Effects of the Invention]
[0011] According to the program and information processing system of the present invention, since an event for obtaining an object required by a player can be automatically started, the convenience of the player can be improved, and the decline in the user's interest can be prevented. Furthermore, based on the items required by the player, the system automatically creates and proposes cooperation opportunities with other players such as friends and guild members, so that the solitary work for obtaining items changes to social cooperative play, promoting natural communication between players and improving the player's interest.
Brief Description of the Drawings
[0012] [Figure 1] It is an explanatory diagram of the overall configuration of the information processing system. [Figure 2] It is an explanatory diagram of the hardware configuration of the server and the user terminal. [Figure 3] It is an explanatory diagram of the functional configuration of the server. [Figure 4] It is an explanatory diagram of the functional configuration of the user terminal. [Figure 5] It is an explanatory diagram showing the portal stage PS. [Figure 6] It is an explanatory diagram showing an example of the party screen. [Figure 7] It is an explanatory diagram showing an example of the synthesis screen. [Figure 8(a)] It is an explanatory diagram showing each part of the synthesis screen. [Figure 8(b)] It is an explanatory diagram showing each part of the synthesis screen. [Figure 8(c)] It is an explanatory diagram showing each part of the synthesis screen. [Figure 9] It is an explanatory diagram showing the confirmation window. [Figure 10(a)] It is an explanatory diagram showing the flow of the synthesis effect. [Figure 10(b)] It is an explanatory diagram showing the flow of the synthesis effect. [Figure 11] It is an explanatory diagram showing an example of the alternative button. [Figure 12] It is an explanatory diagram showing an example of the material acquisition screen. [Figure 13]It is an explanatory diagram showing an example of a social cooperation window. [Figure 14] It is a flowchart for explaining the control flow in the present embodiment. [Figure 15] It is a flowchart for explaining the social cooperation process in the present embodiment. [Figure 16] It is an explanatory diagram showing a modified example of the refining screen. [Figure 17(a)] It is an explanatory diagram showing an example of a modified example of the refining screen. [Figure 17(b)] It is an explanatory diagram showing an example of a modified example of the refining screen.
Modes for Carrying Out the Invention
[0013] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the following embodiments are merely one aspect for explaining the present invention, and the numerical values shown in the present embodiment are also merely examples and do not limit the present invention. Further, not all of the configurations described in the present embodiment are essential constituent elements of the present invention. Furthermore, in the present specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals as much as possible, and redundant descriptions are omitted, and elements not directly related to the present invention are not shown.
[0014] (Configuration of Information Processing System S) As shown in FIG. 1, the information processing system S according to the present embodiment is a so-called client-server system constructed by connecting a server 100 and a user terminal 200 via a network 300. In the present embodiment, a case where a game is provided by the information processing system S will be described.
[0015] The information processing system S according to the present embodiment functions as an information processing device in which the server 100 and the user terminal 200 cooperate to provide a game. In the server 100 and the user terminal 200, the execution of various functions in the game and the control related to the progress of the game are respectively shared, and by the cooperation of the server 100 and the user terminal 200, the above various functions and the game are executed.
[0016] Server 100 is connected to multiple user terminals 200 via network 300, enabling them to communicate with each other. Each user terminal 200 can send and receive various information with Server 100 via network 300. Each user terminal 200 can also send and receive various information with other user terminals 200 via network 300 and Server 100. Server 100 stores various information (e.g., user information) for each user (hereinafter also referred to as player) playing the game via user terminal 200, and can also store various information related to the game. Furthermore, based on input operations from user terminals 200, Server 100 can perform processes such as updating stored information and sending (downloading) images and various information to user terminals 200. Note that each user terminal 200 may also be able to send and receive various information directly with other user terminals 200 without going through network 300 or Server 100, using its own wireless communication function.
[0017] Network 300 consists of the internet, mobile phone networks, LAN (Local Area Network), WAN (Wide Area Network), dedicated lines, etc. Server 100 and user terminal 200 are connected wirelessly or via wired connection through Network 300.
[0018] (Hardware configuration of Server 100) As shown in Figure 2, Server 100 includes a CPU (Central Processing Unit) 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, input / output interface 170, etc. Hereinafter, the CPU 110, memory 120, storage unit 130, communication unit 140, input unit 150, output unit 160, and input / output interface 170 of Server 100 will also be referred to as Server CPU 110, Server Memory 120, Server Storage Unit 130, Server Communication Unit 140, Server Input Unit 150, Server Output Unit 160, and Server Input / Output Interface 170, respectively.
[0019] The server CPU 110 performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the server memory 120.
[0020] The server memory 120 consists of ROM (Read Only Memory), RAM (Random Access Memory), etc., and stores various programs and data used for executing various functions in the game and processing the game's progress. The server CPU 110 and the server memory 120 are connected to each other via an internal server bus (not shown).
[0021] The server storage unit 130 consists of an HDD (Hard Disk Drive), SSD (Solid State Drive), etc., and stores various programs and data. The server storage unit 130 stores a player-related database that stores information such as each player's user information, game progress, owned items, owned characters, as well as friend information and guild information that shows the relationships between players, and a player status database that stores each player's current activity status in real time (for example, quests being played, login status, etc.). The programs and data stored in the server storage unit 130 are read (loaded) into the server memory 120 by the server CPU 110.
[0022] The server communication unit 140 consists of a communication interface and other components, and transmits and receives various data, programs, and other information to and from the user terminal 200 via the network 300. In the server 100, the server communication unit 140 receives various information from the user terminal 200, and the received information is stored in the server memory 120 or the server storage unit 130. In addition, information regarding the results of various processes executed by the server CPU 110 is transmitted to the user terminal 200 by the server communication unit 140.
[0023] The server input unit 150 consists of a keyboard, mouse, etc. Based on the input operations performed by the server input unit 150, various processes are executed, such as storing various programs and data in the server memory 120 and the server storage unit 130, and updating the various programs and data stored therein.
[0024] The server output unit 160 consists of a display capable of showing text, images, etc., and a speaker capable of outputting sound. The contents of various processes executed based on input operations from the server input unit 150 are output by the server output unit 160.
[0025] The server storage unit 130, server communication unit 140, server input unit 150, and server output unit 160 are connected to the server input / output interface 170, which in turn is connected to a server internal bus (not shown).
[0026] (Hardware configuration of user terminal 200) Examples of user terminals 200 include smartphones, tablets, mobile phones, personal computers, portable game consoles, and stationary game consoles installed in stores or homes. In this embodiment, the case in which a smartphone is used as the user terminal 200 will be described.
[0027] As shown in Figure 2, the user terminal 200 includes a CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, input / output interface 270, etc. Hereinafter, the CPU 210, memory 220, storage unit 230, communication unit 240, input unit 250, output unit 260, and input / output interface 270 of the user terminal 200 will also be referred to as the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, and terminal input / output interface 270, respectively.
[0028] Furthermore, the terminal CPU 210, terminal memory 220, terminal storage unit 230, terminal communication unit 240, terminal input unit 250, terminal output unit 260, terminal internal bus (not shown), and terminal input / output interface 270 have substantially the same configuration and function as the server CPU 110, server memory 120, server storage unit 130, server communication unit 140, server input unit 150, server output unit 160, server input / output interface 170, and server internal bus (not shown), respectively, so detailed explanations are omitted except for some parts.
[0029] In the user terminal 200, the terminal CPU 210 and terminal memory 220 are connected to each other via an internal terminal bus (not shown), and the terminal storage unit 230, terminal communication unit 240, terminal input unit 250, and terminal output unit 260 are connected to the terminal input / output interface 270, which is connected to the internal terminal bus (not shown). The user terminal 200 also performs various processes such as executing various functions in the game and progressing the game, according to the programs and data stored in the terminal memory 220. In addition, the user terminal 200 receives various information from the server 100 via the terminal communication unit 240, and the received information is stored in the terminal memory 220 or terminal storage unit 230. Furthermore, information regarding the results of various processes executed by the terminal CPU 210 is transmitted to the server 100 via the terminal communication unit 240.
[0030] The terminal input unit 250 is composed of, for example, a touch panel, keyboard, mouse, controller, physical buttons, etc., that can input operations for the user terminal 200. It may be mounted on the user terminal 200 itself, or it may be provided separately from the user terminal 200 and connected to the user terminal 200 by a connection cable or the like. The terminal input unit 250 may also be a microphone capable of voice input, or an accelerometer that can detect the tilt, movement, vibration, etc., of the user terminal 200 and input the detected information. In this embodiment, the user terminal 200 is equipped with a touch panel 262 that serves the functions of both the terminal input unit 250 and the terminal output unit 260.
[0031] (Functional configuration of information processing system S) Next, the functional configuration of the information processing system S will be explained with reference to Figures 3 and 4. The server memory 120 of the server 100 and the terminal memory 220 of the user terminal 200 store programs for running the game described above, various information related to the game, information about the user, game data, etc. The server CPU 110 of the server 100 functions as a data transmission / reception unit 182, a memory processing unit 184, a game control unit 186, and a social linkage unit 188 by executing each of the stored programs. In addition, the terminal CPU 210 of the user terminal 200 functions as a data transmission / reception unit 280, a memory processing unit 282, an operation control unit 284, a game control unit 286, and a screen control unit 288 by executing each of the stored programs.
[0032] These are just examples of functional units, and the server 100 and user terminal 200 are equipped with various other functional units. Furthermore, each functional unit may be provided in either the server 100 or the user terminal 200, and functional units that perform the same role may be provided redundantly in both the server 100 and the user terminal 200.
[0033] Both the data transmission / reception unit 182 of the server 100 and the data transmission / reception unit 280 of the user terminal 200 transmit and receive various information and data between the server 100 and the user terminal 200. For example, when the application starts, the data transmission / reception unit 182 of the server 100 receives login information for logging into the game from the user terminal 200 and transmits information about the user corresponding to that login information (e.g., account name), information about the game (information about the character used, owned items and currency, owned equipment, companion monsters, game progress information, etc.), and game data (data such as various setting information necessary to construct the virtual space (game space)).
[0034] The memory processing unit 184 of the server 100 stores various information and data received from the user terminal 200 in the server memory unit 130.
[0035] The memory processing unit 282 of the user terminal 200 stores various information and data received from the server 100 in the terminal memory 220 and the terminal storage unit 230.
[0036] The operation control unit 284 of the user terminal 200 receives and controls player operations input via the terminal input unit 250 through the touch panel 262. The operation control unit 284 detects the type of input operation from the player's operation position and direction. Examples include touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in / out operations, etc. Long press and touch-off operations can also be detected.
[0037] Both the game control unit 186 on server 100 and the game control unit 286 on user terminal 200 control the overall progress of the game. The following will explain specific examples of each control, focusing primarily on the control performed by the game control unit 286. It goes without saying that the control performed by the game control unit 286 may also be performed by the game control unit 186 on server 100.
[0038] The game control unit 286 constructs a virtual field as a game space (virtual space) based on game data, and places various character objects such as player characters, NPCs, enemy monsters, and pet monsters, as well as structural objects including various buildings and structures such as trees, mountains, stones, and rocks. The game control unit 286 controls the game space and these objects placed in the game space. For example, it can change the weather and day / night cycle in the game space, make objects perform predetermined actions, and change their color, shape, etc.
[0039] The game control unit 286 uses the input operations detected by the operation control unit 284 as instructions from the player to advance the game. For example, it interprets touch and tap operations on various icons as "confirm" or "select" operations and performs the corresponding processing, and interprets drag and swipe operations as "move" operations and performs processing to move the player character.
[0040] The game control unit 286 controls a virtual camera that captures images of the game space. Specifically, it defines the area of the game space that the player can see by specifying the position, orientation, and angle of the virtual camera, and defines this area as the viewing area. The game control unit 286 sends instructions to the screen control unit 288 to display the defined area of the game space and the various objects placed within this area. The game control unit 286 adjusts the virtual camera and updates the viewing area to follow the movements and actions of the player character. The position, orientation, and angle of the virtual camera may be arbitrarily adjusted according to the player's actions.
[0041] The social linking unit 188 of server 100 obtains information on the items (needed objects) that the first player needs, based on a request from the first player, and refers to the player-related database and player status database stored in the server storage unit 130. It then determines whether other second players who are friends or in a guild with the first player meet predetermined conditions related to the necessary objects (for example, playing a related quest, possessing the necessary objects, etc.). Furthermore, if there are second players who meet the conditions, the social linking unit 188 generates information to facilitate interaction between the first player and the second player (participation in quests, item trading, etc.) and outputs it to the first player's user terminal 200 via the data transmission / reception unit 182. In addition, the social linking unit 188 also has a function to detect players (regardless of whether they are friends) who are looking for the same necessary object and automatically form a party with these players. These functions may also be performed by the game control unit 186 of the server 100 or the game control unit 286 of the user terminal 200.
[0042] The screen control unit 288 of the user terminal 200 controls various screens displayed on the touch panel 262 based on various data stored in the terminal memory 220 and the terminal storage unit 230. The screen control unit 288 generates images according to the instructions of the game control unit 286 and displays them on the touch panel 262. The screen control unit 288 overlays the UI (User Interface) used for game operation and displaying game information, such as icons, buttons, status displays, menu screens, and maps of the game space, onto the viewing area.
[0043] (Game overview and control processing provided by information processing system S) The game provided by the information processing system S according to this embodiment is an action RPG game in which the player character controlled by the user and their pet monster companion (hereinafter also referred to as "pet monster") cooperate to complete quests and advance through episodes that constitute the main story, within a virtual field (game space) constructed with natural objects such as mountains, rivers, and the sea, as well as artificial objects such as various buildings.
[0044] The following description will explain, as an example, how the configuration according to this embodiment can be applied to the above-mentioned game.
[0045] When running the game for the first time, the user installs a dedicated game application on the user terminal 200 and registers their information with the server 100 (for example, registering information such as user ID and player name used in the game). After the application is launched, the game control unit 286 receives various data stored in the server 100 and instructs the screen control unit 288 to display images related to the game. The screen control unit 288 receives the instruction from the game control unit 286, generates the corresponding image, and displays it.
[0046] Figure 5 shows the state where the portal stage PS is displayed on the touch panel 262.
[0047] The screen control unit 288 receives instructions from the game control unit 286 and displays the portal stage PS on the touch panel 262. As shown in Figure 5, the portal stage PS displays various icons 10, 20, 30, and 40 along with the virtual pad VP and the player character P controlled by the user. The portal stage PS is constructed in the game space as a village that serves as the player's base and functions as an out-of-game area. In addition to facilities such as shops and pet monster training grounds (not shown), NPCs are also placed there, and the player can use these facilities and converse with NPCs (Non-Player Characters) by controlling the player character P.
[0048] The virtual pad VP comprises a roughly circular operating area V1 displayed on the left side of the touch panel 262, and indicators V2 to V5 displayed in the top, bottom, left, and right directions within area V1. The operation control unit 284 is capable of detecting the coordinates where the user is touching within the operating area V1. The operation control unit 284 calculates the user's operating direction based on the detected coordinates and the origin O. The game control unit 286 controls the movement of the player character P in accordance with the operating direction calculated by the operation control unit 284.
[0049] Icon 10 is an icon for quests. The game control unit 286 controls the display of a quest screen (not shown) when icon 10 is tapped. The quest screen displays currently playable quests as well as episodes in a list format.
[0050] Quests are not strictly necessary to progress through the main story, but they allow players to acquire useful equipment and materials, and unlock sub-stories involving the player character P, their companions, and other NPCs. Some quests may be required to complete certain main story episodes. Furthermore, quests function as events in this embodiment.
[0051] The episodes constitute the main story of this game and progress in stages, for example, from Chapter 1 to Chapter 10. The game control unit 286 controls the game to start the selected quest when the user taps (selects) a quest or episode desired from a list on a quest screen (not shown) and when the "Start Quest (Episode)" button (not shown) is tapped (starts). The quests and episodes function as in-game elements. Episodes also function as events in this embodiment. Furthermore, in the following description, quests and episodes may be collectively referred to simply as "quests."
[0052] Icon 20 is an icon for exploration. The game control unit 286 controls the display of an exploration screen (not shown) in response to a tap on icon 20. The exploration screen displays the currently playable exploration area. The game control unit 286 controls the start of the selected exploration in response to a tap on the exploration area (selection operation) and a tap on the "Start Exploration" button (not shown).
[0053] In exploration mode, players can freely explore areas (regions on a virtual field) provided for quests and episodes, gathering materials and experience points. Furthermore, areas playable only through exploration (e.g., shrines and temples) and enemy monsters that only appear during exploration (e.g., rare monsters and rare bosses) may be included to provide items that can only be obtained through exploration. Exploration also functions as an event in this embodiment. In the following description, quests, episodes, and exploration may be collectively referred to simply as "quests."
[0054] Icon 30 is an icon for training. The game control unit 286 controls the display of a training screen (not shown) in response to a tap on icon 30. The training screen displays the Petomon currently befriended. From the training screen, players can select training or breeding to train their Petomon to strengthen their parameters, or breed Petomon together to create new Petomon.
[0055] Icon 40 is an icon for the party. The game control unit 286 controls the display of the party screen 41, as shown in Figure 6, in response to a tap operation on icon 40. On the party screen 41, as shown in Figure 6, the formation button 42, character enhancement button 43, crafting button 44, and back button 45 are displayed.
[0056] The formation button 42 is used to form a party. The game control unit 286 controls the display of a party formation screen (not shown) when the formation button 42 is tapped. In this game, you can form a party of up to three characters to take on quests and episodes. Each character can also have one of their pet monster companions. On the party formation screen, you can form a party of characters and pet monsters. In this game, characters can gain increased attack and defense power, as well as various additional effects, by equipping weapons, accessories, and other items. On the party formation screen, you can also change each character's weapons, accessories, etc.
[0057] The character enhancement button 43 is used to enhance the player character P and other companion characters. The game control unit 286 controls the display of a character enhancement screen (not shown) in response to a tap of the character enhancement button 43. On the character enhancement screen, players can enhance any character by spending experience points obtained by clearing quests and episodes or defeating enemy monsters.
[0058] The Alchemy button 44 is a button used to synthesize equipment such as weapons and accessories. In this embodiment, the game control unit 286 can perform a process (generation control) to generate a new object (third object) by combining objects possessed by the player. In this embodiment, this is referred to as "alchemy". The objects used in alchemy include objects called material objects. Material objects are objects possessed by the player (second objects) that are set to be usable for alchemy, and include items obtained during quest play, reward items obtained upon clearing a quest (first object), and equipment items such as weapons and accessories purchased by the player from a shop provided in the virtual field. Hereinafter, "reward items" may be simply referred to as "rewards," and "equipment items" may be simply referred to as "equipment." The game control unit 286 controls the display of the alchemy screen 50 as shown in Figure 7 in response to the tap operation of the Alchemy button 44. Although the crafting screen 50 is for crafting weapons, the screen for crafting accessories is almost identical, so the following explanation will use crafting screen 50.
[0059] On the crafting screen 50, you can select a category screen corresponding to the weapon category. As shown in Figure 7, there are four types of category screens: sword category screen 52, axe category screen 54, spear category screen 56, and staff category screen 58. Since the format of each category screen is the same, we will use the sword category screen 52 shown in Figure 7 for explanation.
[0060] The sword category screen 52 includes a visual display section 60, a material display section 66, a recipe display section 72, a currency display section 81, a name display section 82, and a crafting start button 83.
[0061] As shown in Figure 8(a), the visual display unit 60 displays a weapon object 62 and a star object 64. The weapon object 62 displays an image visual of the weapon after forging. The star object 64 displays the rarity, indicating that the more stars there are, the more difficult it is to obtain the weapon.
[0062] As shown in Figure 8(b), the material display unit 66 has five frame sections: frame section 67, frame section 68, frame section 69, frame section 70, and frame section 71. Each of these frame sections displays data for one type of material object (hereinafter also referred to as a material item) required for alchemy. For example, in frame section 67, an image of material A is displayed in the image display section 67a, the current number of material A possessed is displayed in the possession quantity display section 67b, and the required number of material A needed for alchemy is displayed in the required quantity display section 67c. The same applies to frame sections 68, 69, and 70, so their explanation is omitted. Also, as in frame section 71, if there is no data for the corresponding material object, a blank display is shown, with only the outer edge displayed (indicated by a dotted line in Figure 8(b)). Depending on the difficulty of obtaining the material item, the rarity may be displayed. For example, in the image display section 67a, two star objects 64 are displayed side by side, indicating that the rarity of material A is 2.
[0063] Material items include those obtained from defeated enemy monsters, those obtained from treasure chests placed on the virtual field, those obtained through gathering and excavation depending on the area of the virtual field, those obtained from NPCs, and those obtained through events that occur when certain conditions are met. However, these are not the only sources. For example, they may be obtained as rewards for completing quests. In that case, material items that can only be obtained by completing quests (so-called rare materials, which have a relatively high rarity level) may be included. Additionally, "recipes" necessary for crafting equipment and "Cain," the in-game currency, may also be obtained. Furthermore, these material items may be obtained outside of the in-game environment as described above. For example, they may be given upon fulfilling certain conditions in the so-called out-of-game environment, or they may be given as prizes in gacha, or as login bonuses or campaign gifts.
[0064] As shown in Figure 8(c), the recipe display unit 72 includes a recipe count display unit 73 and a recipe display area 74. The recipe count display unit 73 displays the number of recipes currently possessed. The recipe display area 74 displays recipe data showing the contents of the recipes. In Figure 8(c), four recipe data 75, 76, 77, and 78 for recipes A to D are displayed. The contents of the recipes include the name and attributes of the sword that can be crafted using that recipe. Above the recipe data, a crafting feasibility indicator 79 may be displayed to indicate whether crafting is possible or not. The crafting feasibility indicator 79 indicates that crafting is possible for the displayed recipe data. In Figure 8(c), the crafting feasibility indicator 79 is displayed above three recipe data 75, 76, and 77 for recipes A to C, indicating that crafting based on these recipe data 75, 76, and 77 is possible. On the other hand, since the recipe data 78 for recipe D does not have the "Alchemy possible, hide" mark 79 above it, it can be inferred that some material or condition is not met, and therefore alchemy based on recipe data 78 is impossible.
[0065] Note that the "Alchemy Possible / Hidden" indicator 79 may be displayed not only when alchemy is possible, but also when alchemy is impossible. In that case, it is preferable to use a notation such as "Alchemy NG!!". Alternatively, the indicator may be displayed regardless of whether alchemy is possible or impossible. In addition, the recipe data may include a rarity indicator. For example, in recipe C, three star objects 64 are displayed side by side, indicating that the weapon alchemized in recipe C has a rarity of 3. In this embodiment, the higher the rarity number, the higher the relative attack power of the weapon or the relative higher the effect added to the player character when equipped. However, rarity may also be set based on factors other than weapon abilities, such as cuteness of appearance or rarity, such as only being obtainable during a campaign. In addition, the recipe display area 74 displays a cursor 80 indicating the currently selected recipe data.
[0066] As shown in Figure 7, the currency display unit 81 displays the currency (Cain) currently held by the player and the currency (Cain) required for crafting side by side.
[0067] As shown in Figure 7, the name display unit 82 displays the recipe data selected by the cursor 80 and the name of the weapon that will be crafted using this recipe data.
[0068] The "Start Forging" button 83 is displayed in the lower right corner of the sword category screen 52, as shown in Figure 7.
[0069] The following explanation will primarily use Figures 8 to 10 to describe the alchemy system in this embodiment. Here, we will use the example of alchemizing the weapon "sword."
[0070] The crafting process in this embodiment requires material items, including a base sword, a recipe corresponding to the base sword, and Cain. For example, in Figure 8(b), material A is the base sword, materials B to D are material items, and recipe C is the recipe corresponding to the base sword. Some of these may not be necessary, and other special conditions may also be required.
[0071] Here, if the number of each material displayed in the frame sections 67-70 exceeds the required number for each material, and the game control unit 286 detects that the start alchemy button 83 has been tapped, it instructs the screen control unit 288 to display the confirmation window 84. As shown in Figure 9, the confirmation window 84 functions as a screen to confirm with the player whether or not to perform alchemy, and the player can tap either the affirmative area 85 which displays "Yes!" or the negative area 86 which displays "No". When the player taps the affirmative area 85, a start dialog 87 which displays "Start Alchemy!!" is displayed along with an alchemy cauldron object 88 which resembles a cauldron, as shown in Figure 10(a). After that, the alchemy cauldron object 88 is shown to shake and rattle, and then, as shown in Figure 10(b), a success dialog 89 which displays "Alchemy Successful!!" is displayed along with the weapon object 62 and the alchemy object name 90 which displays "Triple Sword".
[0072] On the other hand, if the number of each material displayed in frames 67-70 is less than the required number for each material, the crafting start button 83 shown in Figure 7 will not be displayed, and an alternative button 91 displaying "Get with friends!!" will be shown as shown in Figure 11.
[0073] Here, Figure 11 shows the state where Recipe C is selected as the recipe, and the crafting screen 50 is displayed showing materials A to D as the material items necessary to craft the "Triple Sword" related to Recipe C. Also, the number of material C items possessed is "9", while the required number is "13".
[0074] In this case, the game according to this embodiment allows the player to select a quest in which they can obtain missing material items as a reward. For example, if the player wants to collect material C displayed in frame 69, they tap the image display area 69a of frame 69 (see Figure 8(b)). Then, the "Material Acquisition" screen shown in Figure 12 is displayed, showing a list of quests in which material C "Great Fluffy Wet Scales" can be obtained as a reward. The player can then tap the quest start button 96 displayed on the quest of their choice to start the corresponding quest.
[0075] Let's return to Figure 11 for explanation. In this figure, when recipe C is selected, the game control unit 286 performs a determination control to determine if there are any missing material items for the selected recipe data. If there are missing material items in the determination control, the game control unit 286 instructs the screen control unit 288 to display the alternative button 91 instead of the crafting start button 83.
[0076] When the player taps the alternative button 91, the game control unit 286 sends information about the missing material item (first information; in this example, material C) to the server 100 and requests social linking processing. The social linking unit 188 of the server 100, upon receiving the request, obtains information about the player (first player) and the transmitted material item, as well as information about the player's (first player) friends and guild members (second player) (second information). It also obtains information about their game progress (progress and completion of episodes and quests, etc.) and whether they possess the same material. Based on this obtained information, the social linking unit 188 determines whether or not to present one of the selection buttons 111, 112, 113, or 114, in other words, whether or not the conditions for displaying selection buttons 111, 112, 113, or 114 are met. It then sends the result to the user terminal 200 (outputting third information). Based on the received results, the game control unit 286 of the user terminal 200 generates a social interaction window 110 as shown in Figure 13 and displays it on the screen control unit 288.
[0077] The social linking window 110 is a user interface that presents the player with multiple options for acquiring missing items. In the example in Figure 13, four option buttons 111, 112, 113, and 114 are displayed.
[0078] The option button 111 appears when a friend is playing a related quest. A notification such as "Your friend 'Player B' is attempting the quest 'Lord of the Swamp'. Would you like to join them?" appears along with a "Join" button ("GO!" button 96). When this button is tapped, the player can immediately join the quest that Player B is playing. This allows the player to avoid solitary grinding and gives them the opportunity to acquire items in cooperation with a friend.
[0079] The option button 112 appears when a friend or guild member possesses the item you are lacking. A notification such as "Guild member 'Player C' has 20 of this item. Would you like to request a trade?" will appear along with a "Request" button ("GO!" button 96). Tapping this button sends a trade request screen to Player C, facilitating the exchange of items between players. This allows you to potentially obtain items efficiently without playing quests.
[0080] The option button 113 appears when other players need the same item. A notification such as "There are two other players looking for the same item. Shall we automatically form a party and depart?" appears along with the "Form a Party" button ("GO!" button 96). When this button is tapped, the social interaction unit 188 of server 100 automatically forms a party including these players and starts the relevant quest (for example, the most efficient quest). This allows players to instantly build cooperative relationships with other players who share the same goal.
[0081] The option button 114 is displayed when the player does not wish to cooperate with other players or when there are no players available to cooperate with, and the "Challenge Quest Alone" button ("GO!" button 96) is displayed. When this button is tapped, the game control unit 286 performs a specific control to identify a quest that will reward the player with the missing material items, according to the player's situation. For example, from the four quests 92, 93, 94, and 95 shown in Figure 12, the unit determines the optimal quest according to predetermined conditions (for example, a difficulty level appropriate for the player's level, the one with the highest drop rate, etc.), and automatically starts the determined quest without requiring the player to select a quest.
[0082] With this configuration, players can choose from a variety of play styles depending on their situation and mood, such as working alone, cooperating with friends, or fighting alongside strangers. This not only improves convenience but also makes the gaming experience itself richer and more social. As a result, it prevents a decline in player interest and increases their sense of belonging to the community.
[0083] Next, the processing flow in this embodiment will be described with reference to Figure 14.
[0084] First, on the user terminal 200, when a recipe is selected on the crafting screen, the game control unit 286 compares the material items the player possesses with the material items required for the recipe to determine whether or not there are any missing material items (step S101). If there are no missing material items (NO in step S101), the process ends.
[0085] If there are any missing material items (YES in step S101), the game control unit 286 displays an alternative button 91 in place of the crafting start button 83 (step S102). Then, it monitors whether or not the alternative button 91 has been tapped by the player (step S103).
[0086] When the alternative button 91 is tapped (YES in step S103), the game control unit 286 of the user terminal 200 sends information about missing items, etc., to the server 100 and requests social linkage processing (step S104).
[0087] Upon receiving the request, the server 100 executes social linking processing in the social linking unit 188 of the game control unit 186 (step S105). Details of this processing will be explained in Figure 15 below. Once the processing is complete, the server 100 sends information on available linking options to the user terminal 200 (step S106).
[0088] The user terminal 200 displays the social linking window 110 on its screen based on the information received from the server 100 (step S107). Then, it waits for the player to input their selection (step S108).
[0089] When a player selects an option (for example, joining a quest, requesting a trade, forming a party, or starting a solo quest) (YES in step S108), the user terminal 200 sends a processing request corresponding to that selection to the server 100 (step S109). The server 100 then performs game control actions corresponding to that request (for example, processing to join a party, mediating a trade, forming a new party, starting a quest, etc.) (step S110).
[0090] Next, using Figure 15, the flow of the social networking process in server 100 (step S105 in Figure 14) will be explained. This process is executed by the social networking unit 188 of server 100.
[0091] First, the social linking unit 188 obtains information about the player (first player) and missing items requested from the user terminal 200 (step S201). Next, it refers to the player-related database in the server storage unit 130 (step S202) and obtains information about the first player's friend list and guild members (step S203).
[0092] Next, the social linking unit 188 determines the linking conditions for the acquired friend / guild member (second player). First, it refers to the player status database (step S204) and determines whether the second player is currently playing a quest in which they can obtain the missing items (step S205). If they are playing (YES in step S205), "Participate in quest" is added as an option (step S206).
[0093] Next, it is determined whether the second player possesses a predetermined number or more of the missing items (step S207). If they do (YES in step S207), "Item Sharing" is added as an option (step S208). This loop is repeated for all friend and guild members.
[0094] Next, the social linking unit 188 refers to the player status database and determines if there are other players (whether friends or not) who need the same missing item as the first player (step S209). If there are (YES in step S209), "Automatically form a party" is added as an option (step S210).
[0095] Finally, the option "Start quest solo" is added as a selection option (step S211), all the previously added selection information is sent to the user terminal 200 (step S212), and the process ends.
[0096] As an example of applying this embodiment to the game, let's consider a scenario where Player A attempts to forge the legendary weapon "Triple Sword". When Player A opens the forging screen 50 and selects recipe C, it is discovered that four of material C, "Great Fluffy Wet Scales," are missing. Instead of the usual "Start Forging" button, an alternative button 91 labeled "Obtain with Friends!" is displayed on the screen.
[0097] When Player A taps the alternative button 91, the social linking window 110 appears on Player A's device screen, as shown in Figure 13. As a result of processing on Server 100, the following options are displayed according to Player A's situation. In Figure 13, in the upper left, there is an option button 111 that says, "Your friend 'Player B' is attempting the quest 'Lord of the Swamp'! Would you like to join them?" Player B is a close friend of Player A, and if Player A taps this button, they can immediately join Player B's party and play the quest together.
[0098] In Figure 13, in the upper right corner, there is a selection button 112 that reads, "Player C of the guild has 20 of this item. Would you like to request a trade?" Player C is a veteran guild member with a large stock of materials, and Player A, who does not have time to go on quests, can tap this button to request a trade. In exchange, the trade can be done with in-game currency or other items, but it is also possible to receive the item for free depending on Player C's settings.
[0099] Additionally, in Figure 13, a button 113 is displayed in the lower left corner, which reads, "There are two other players looking for the same item. Would you like to automatically form a party and depart?" Even during times when none of your friends are logged in, this feature allows you to instantly form a party with other players who share the same objective and begin gathering materials efficiently.
[0100] Furthermore, in Figure 13, a selection button 114 labeled "Challenge the quest alone!!" is displayed in the lower right corner. If Player A wants to play at their own pace, they can tap this selection button 114. The system then takes Player A's level and equipment into consideration and automatically selects the quest that will allow them to obtain "Great Fluffy Wet Scales" most efficiently, and the quest starts immediately. This allows Player A to concentrate on gathering materials right away without having to search for a quest. In this way, the present invention transforms a situation where a player is short on items into an opportunity for diverse social interaction, thereby enriching the game experience.
[0101] (modified version) The following describes some modified examples of this embodiment. In the above embodiment, if the game control unit 286 determines that there are missing material items, it displays an alternative button 91 instead of the crafting start button 83, but it is not limited to this.
[0102] For example, as shown in Figure 16, the crafting start button 83 may remain displayed even if the number of materials is insufficient, and the function when the crafting start button 83 is tapped may be changed depending on whether or not there are missing material items. Specifically, if it is determined that there are no missing material items, crafting will start as is, but if there are missing material items, a quest will be started in which there is a possibility of obtaining the missing material items as a reward. In this case, it is conceivable that the player may be surprised if a quest suddenly starts when they tapped the crafting start button 83 intending to craft, so it is user-friendly and preferable to display a speech bubble 97 as shown in Figure 17(a) to alert the player. Alternatively, instead of a simple alert, a selection window 98 as shown in Figure 17(b) may be displayed, allowing the player to choose whether or not to start the quest. The selection window 98 may also show examples such as the minimum number of quests required and the points consumed each time a quest is started. This is ideal as a guide for players when there are two or more quests that offer the possibility of obtaining missing material items as rewards, or when there are many missing materials that require completing multiple quests.
[0103] Alternatively, the system may be configured to allow the player to select multiple material items they wish to collect, identify a quest that rewards all of those items, and then initiate the quest. In this case, multiple quests may be initiated. The system may also repeat quests continuously until all specified material items have been obtained. If multiple quests are performed or if they are performed consecutively, the system may be configured to ask the player whether they really want to start the quests before they begin, and to allow them to choose whether or not to proceed. Furthermore, if multiple material items are selected and no matching quests exist, the system may be configured to display a message to that effect. In such cases, the system may also suggest alternative options that best fulfill the player's wishes.
[0104] Furthermore, while the above embodiment described an example where a player identifies and starts a quest that rewards them with material items they want to collect, the target is not limited to material items. For example, it could also identify and start a quest that provides items necessary for progressing through an episode (story). In other words, it is sufficient if the player can select a quest that provides the items they desire, according to their situation. For example, if there are multiple quests in which items necessary for progressing through the game can be obtained, the system can identify a quest from among these multiple quests based on the player's situation (for example, whether the player's level is appropriate for the difficulty of the quest, whether the player's attributes, skills, and equipment are advantageous for clearing the quest, etc., including other elements of the "player's situation" mentioned above) based on the tap of a predetermined start button, and then start the identified quest. With such a configuration, even players unfamiliar with games can progress through the game smoothly, and a decline in their motivation to play the game can be suppressed.
[0105] Each process in the above embodiment and its modified form only needs to be executed on at least one of the server 100 and the user terminal, and the timing of execution and the device on which it is executed are not particularly limited. Furthermore, the functions of the server 100 may be provided entirely by a single server 100, or they may be distributed among multiple servers 100.
[0106] In the above embodiments and modifications, a smartphone was used as the user terminal 200, and the game could be run using a dedicated application installed on the user terminal 200. However, the type of user terminal 200 and the tools for running the game are not limited to these. For example, a personal computer may be used as the user terminal 200, or the game may be run using a general web browser.
[0107] In the above embodiments and modifications, various information input and selection processes were performed by operations such as tapping on the smartphone's touch panel 262. However, the methods of operation for performing these processes are not limited to those described above. For example, if a personal computer is used as the user terminal 200, the above processes may be performed by operations such as clicking, dragging, and dropping with a mouse.
[0108] The program for executing the processes in the above embodiments and modifications may be stored in a computer-readable storage medium and provided as such. Furthermore, the above embodiments, other forms and modifications may not be client-server type information processing systems S, but rather information processing devices that store the above program and can independently execute processes similar to those of the information processing system S, or they may be information processing methods that realize each function and the steps shown in the flowchart.
[0109] In addition, the social linking unit 188 in the above embodiment corresponds to an example of the verification means, first information acquisition means, second information acquisition means, determination means, output means, and party creation means of the present invention.
[0110] (Note) Some of the features of the present invention are described below.
[0111] <Challenges> For example, it promotes natural interaction between players and enhances their enjoyment of the game. <Solution> (1) A program that causes a computer to function as follows: (1) Confirmation means for confirming the progress of a player in a predetermined game; (2) First information acquisition means for acquiring first information relating to necessary objects required by the first player in the progress; (3) Second information acquisition means for acquiring second information indicating whether the first player and other players are in a predetermined relationship; (4) Determination means for determining whether the second player satisfies predetermined conditions related to the necessary objects when the second player is in the predetermined relationship; and (5) Output means for outputting third information to at least the first player to facilitate communication between the first player and the second player regarding the necessary objects when it is determined that the second player satisfies the predetermined conditions. (2) The program according to (1), wherein the predetermined game includes a quest upon completion which a predetermined reward can be obtained, the predetermined condition includes the second player starting or in the process of completing the quest in which the required object can be obtained as the predetermined reward, and the interaction is an invitation to participate in the quest in which the required object can be obtained. (3) The program described in (1) or (2) wherein the predetermined conditions include the second player possessing the required object, and the exchange is a transaction of the required object. (4) The program according to (1) wherein the predetermined game includes a quest in which a predetermined reward can be obtained by clearing it, the predetermined relationship includes the other player being in substantially the same state of progress as the first player, the predetermined condition includes the second player also needing the necessary object, and further, when it is determined that the second player satisfies the predetermined condition, the program causes the computer to function as a party creation means for creating a party including the first player and the second player, and enables the created party to execute the quest in which the necessary object can be obtained as the predetermined reward. Furthermore, the solutions configured in the above program may be adapted to devices, systems, methods, and media as appropriate. Moreover, implementation is not limited to a single program, but may be carried out as a collection of multiple programs. Additionally, the program according to the present invention is not limited to being implemented within a single device, but may be executed by multiple devices, each handling a specific component. <Effects> According to the inventions described in (1) to (4) above, for example, natural interaction between players can be promoted and the players' enjoyment can be enhanced. [Explanation of Symbols]
[0112] S Information Processing System 50 Alchemy Screen 91 Alternative button 100 servers 110 Social Integration Window 188 Social Networking Department 200 user terminals 286 Game Control Unit
Claims
[Claim 1] A means of checking the player's progress in a given game, A first information acquisition means for acquiring first information regarding necessary objects required by the first player in the aforementioned progress, A second information acquisition means for acquiring second information indicating whether the first player and the second player are in a predetermined relationship, A determination means for determining whether the second player satisfies predetermined conditions related to the required object when the first player and the second player are in the predetermined relationship, A program that causes a computer to function as an output means that, when it is determined that the second player satisfies the predetermined conditions, outputs to at least the first player a third piece of information that facilitates communication regarding the necessary objects between the first player and the second player, The aforementioned game includes quests that, upon completion, yield predetermined rewards. The aforementioned predetermined relationship includes the fact that the second player is in a situation substantially similar to the progress of the first player, The aforementioned predetermined conditions include the fact that the second player also requires the necessary objects. Furthermore, When it is determined that the second player satisfies the predetermined conditions, the computer is made to function as a party creation means that creates a party including the first player and the second player. A program that enables the created party to execute the quest in which the required object is obtained as a predetermined reward.
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