Program, screen display method, information processing system, and information processing device.

The program and system facilitate continuous playback of game events in a logical sequence, addressing the complexity and disordered viewing issues of conventional systems by automating event selection and ensuring chronological order.

JP7886978B1Active Publication Date: 2026-07-08CYGAMES INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CYGAMES INC
Filing Date
2025-02-13
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Conventional game systems require players to manually select and replay events one by one, leading to complex operations and potential disordered viewing that may hinder enjoyment of character growth or progression.

Method used

A program and system that allows for the continuous playback of multiple events in a predetermined order, using a recommended playback mode that sequences events based on occurrence conditions and player selection, with options for unlocking previously unplayed content.

Benefits of technology

Enables seamless and enjoyable playback of events in chronological order, enhancing player engagement by simplifying the replay process and ensuring events are viewed in a logical sequence.

✦ Generated by Eureka AI based on patent content.

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Abstract

This program provides the ability to sequentially play multiple playable events in a game. [Solution] The game progress control unit 44 controls the progress of the game based on instructions input via the input unit 42. The display control unit 45 displays an event list display screen W1 in which events that the player can view are selected, and displays a playback mode selection screen W2 which allows the player to select a recommended continuous playback mode that plays multiple events that are recommended for the player to view in sequence from among the events displayed on the event list display screen W1. When an instruction to select the recommended continuous playback mode is input, the display control unit 45 plays multiple events that are recommended for the player to view and that the player can view in sequence in a predetermined order.
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Description

Technical Field

[0001] The present invention relates to a program, a screen display method, an information processing system, and an information processing device.

Background Art

[0002] In recent years, the spread of electronic devices such as smartphones has been rapidly progressing, and many games executed on electronic devices have been released. Among this type of game, games for cultivating characters are known.

[0003] Patent Document 1 describes a scenario selection screen for an event gallery. On this scenario selection screen, a plurality of scenario selection images are displayed. The scenario selection images are provided for each scenario of a cultivation game provided by an operator, and a player can select and display a scenario.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Conventionally, after a player views a movie or the like of an event, in order to view the same event again, the player has to specify each event and instruct playback. Also on the scenario selection screen described in Patent Document 1, in order for a player to view a scenario event, it is necessary to select each scenario one by one. For this reason, in order to play back many events, the operation for the player to specify an event is complicated.

[0006] Furthermore, if events are not played in chronological order, they may play at times unrelated to the game's progression. In this case, players viewing the events may not be able to enjoy the character's growth or changes.

[0007] This invention was made in view of the above circumstances, and aims to enable the continuous playback of multiple events in a predetermined order. [Means for solving the problem]

[0008] The program according to the present invention includes a procedure for controlling the progress of a game based on instructions input via an input unit; a procedure for displaying a content selection screen in which content viewable by the player is selected; a procedure for displaying a playback mode selection screen in which a recommended continuous playback mode is selected to play multiple pieces of content recommended for viewing by the player in sequence from among the content displayed on the content selection screen; a procedure for playing multiple pieces of content recommended for viewing by the player and viewable by the player in sequence in a predetermined order when an instruction to select the recommended continuous playback mode is input; and a procedure for playing multiple pieces of content recommended for viewing by the player and viewable by the player in sequence, in which the content includes specific content associated with occurrence conditions and specific information, and the occurrence conditions associated with the specific content are determined. Furthermore, if it is determined that there is content that has not been played previously while playing multiple contents in a predetermined order, a selection screen will be displayed allowing the player to choose whether or not to use a medium to play the previously determined unplayed content, and it will be determined whether or not an instruction to use a medium to play the content was given from the selection screen. The procedure involves determining that if a predetermined value is stored in specific information, the conditions for occurrence are met, and the specific content can be played. And, when the selection screen instructs the user to use a medium to play the content, the content becomes playable. The procedure involves having the computer execute the command. [Effects of the Invention]

[0009] According to the present invention, multiple events can be played back in a predetermined order, thereby improving the player's enjoyment. The above program is one aspect of the present invention, and a screen display method, information processing system, and information processing method that reflect one aspect of the present invention are configured in the same manner as the above program. Other issues, configurations, and effects not mentioned above will be clarified by the following description of the embodiments. [Brief explanation of the drawing]

[0010] [Figure 1] This is an overall configuration diagram showing an overview of a game system according to one embodiment of the present invention. [Figure 2] This is a block diagram showing an example of the hardware configuration of a game system according to one embodiment of the present invention. [Figure 3] This is a block diagram showing an example of the functional configuration of a game system according to one embodiment of the present invention. [Figure 4] This figure shows an example configuration of a regeneration management table, a status table, and a condition determination table according to one embodiment of the present invention. [Figure 5] This figure shows examples of the conventional event list display screen and the playback event selection screen. [Figure 6] This figure shows examples of the display of the playback event selection screen and the playback mode selection screen according to one embodiment of the present invention. [Figure 7] This figure shows an example of the display of the playback event selection screen according to one embodiment of the present invention. [Figure 8] This flowchart shows an example of event selection processing related to one embodiment of a single device. [Figure 9] This flowchart shows an example of a recommended continuous playback process according to one embodiment of the present invention. [Figure 10] This flowchart shows an example of the recommended regeneration condition determination process according to one embodiment of the present invention. [Figure 11] This figure shows examples of tables and items referenced when replaying events with the same replay timing and events whose occurrence conditions are defined, according to one embodiment of the present invention. [Figure 12] This figure shows an example of a table reference when playing back an event whose playback is determined by the result of a specific event in the recommended continuous playback mode according to one embodiment of the present invention. [Figure 13] This figure shows an example of a table reference when playing back an event determined by the selection result of a selected event in the recommended continuous playback mode according to one embodiment of the present invention. [Figure 14]It is a flowchart showing an example of selective continuous playback processing according to an embodiment of the present invention. [Figure 15] It is a flowchart showing an example of selective playback condition determination processing according to an embodiment of the present invention. [Figure 16] It is a diagram showing an example in which a continuous playback priority item is referred to when playing back events with the same playback timing according to an embodiment of the present invention.

Mode for Carrying Out the Invention

[0011] Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings. In this specification and the drawings, components having substantially the same function or configuration are denoted by the same reference numerals, and redundant descriptions are omitted.

[0012] <Definition of Terms> First, definitions of terms commonly used in this specification will be described. The terms described below are those used in the game to which the present invention is applied.

[0013] (Game) First, the game will be described. A game is a play in which various information processing terminals execute a game program to obtain a predetermined effect. The game includes at least one of video data, image data, audio data, book data, and text data, and is expressed by appropriately combining a plurality of data. Usually, a game can be advanced by a player, who is a natural person, performing various operations. However, it is also possible to automatically advance the game by the player giving a predetermined instruction.

[0014] (Game Medium) In games, various elements are assigned an identification ID. Elements that are assigned an identification ID and managed by that ID are called "game media." Game media are often used in the game's internal processing. Therefore, unlike objects displayed on the screen, game media are not dependent on whether or not they are displayed on the screen.

[0015] For example, game media could include in-game characters, items (equipment items, consumable items, character costumes, etc.), cards, and elements drawn in lottery games. Additionally, game media could include items that have one or more of the following uses or effects: for example, items that change (strengthen or weaken) other game media, items that change (strengthen or weaken) certain parameters, items that provide compensation by consuming game media, and items that are part of the player's team composition and exert effects within the game.

[0016] (object) In games, a screen is displayed on the display device of the terminal on which the player plays the game. Various computer graphics images (hereinafter abbreviated as "images") are displayed on the screen as objects. Here, objects can be broadly divided into 2D images and 3D images. 2D image objects are images composed of 2D computer graphics, such as illustrations in the game medium (characters, items, etc.) and user interface images (buttons, virtual pads, etc.). Similarly, 3D image objects are images composed of 3D computer graphics, such as characters, items, and backgrounds.

[0017] (attribute) Attributes are data used to classify game media and are part of the data commonly assigned to multiple game media or multiple objects. For example, attributes may be data used to distinguish a character or to determine the rarity of an item. Attributes are often displayed on the screen during gameplay. However, attributes may also be used only in the internal processing of a program and may not be displayed on the screen.

[0018] (currency) In games, a currency is used to exchange items and other assets. This currency consists of real-world currency (paid currency) and parameters used only within the game. Real-world currency includes, for example, cash, electronic money, and in-game currency purchased for real money. Parameters used only within the game include in-game currency provided free of charge. Furthermore, in-game currency also includes, for example, the free currency consumed in the lottery process described later. Note that points and other items used in games are sometimes used interchangeably with currency.

[0019] (Reward) Players can earn rewards by playing the game. Rewards can be broadly divided into those that are assigned to the player ID used to identify the player and those that are not assigned to the player ID. Rewards assigned to the player ID include items, which are used to change predetermined parameters (experience points, stamina, lottery rights, etc.) or to progress through the game. Other possible rewards include unlocking playable quests, making character skills or abilities available, and making music videos available for viewing. Rewards not assigned to the player ID include, for example, displaying reward images or videos, and the occurrence of game-specific events.

[0020] (Lottery process) In games, a lottery process is sometimes used to award rewards to players. This lottery process probabilistically determines the outcome using software-generated random numbers. With software-generated random numbers, the same value is generated if the seed value is the same. In the lottery process, the result may also be determined by using a pre-created pseudo-random number sequence instead of software-generated random numbers. Lottery processes can be broadly divided into processes that determine rewards through a lottery after consuming a predetermined price (so-called gacha processes) and other processes.

[0021] The process of determining rewards through a lottery after consuming a predetermined price includes non-restoreable lotteries (processes where the probability of winning is constant or fluctuates) and restoreable lotteries (processes where the number of items, etc., is announced in advance, and the desired item can be obtained by repeating the lottery). Other processes include the lottery process for game rewards, the matchmaking process in games where characters fight each other, the calculation process for damage dealt when an attack is performed, and the process of determining the actions of NPCs (Non-Player Characters: characters not controlled by the player).

[0022] (Game effect) In games, there are effects (called "game effects") that are associated with the game medium or objects. Examples of game effects include character skills, abilities, and special abilities. Game effects have some kind of influence on the progress of the game, and are defined by an arbitrary combination of activation conditions, target of application, and effect amount.

[0023] [One embodiment] <Example of the overall game system configuration> First, an example configuration of a game system according to one embodiment of the present invention will be described. This game system is composed of a game server that distributes games and an information processing terminal. The games distributed by the game server include programs and data related to the game.

[0024] <Overview of the game system> Figure 1 is an overall configuration diagram showing an overview of a game system 10 according to one embodiment. The game system 10 comprises a game server 1, a smartphone 2A, and a PC (Personal Computer) 2B. The smartphone 2A and PC 2B can connect to the game server 1 via a network N such as the internet. In the following description, the smartphone 2A and PC 2B will be collectively referred to as the information processing terminal 2. For example, a dedicated game terminal may be used as the information processing terminal 2.

[0025] Game Server 1 is an example of a first information processing device that constitutes the game system 10. Game Server 1 manages the game program and data, and distributes the game program and data to the information processing terminal 2 based on data acquisition requests from the authenticated information processing terminal 2.

[0026] The information processing terminal 2 processes the game program and data received from the game server 1. The program according to this embodiment controls the display format of text, images, etc., displayed on the output device 27 (an example of a display unit) in accordance with the progress of the game, based on instructions input via the input device 26 (an example of an input unit).

[0027] Smartphone 2A uses a touch panel display device in which the input device 26 and output device 27 are integrated. Smartphone 2A may also be a tablet device. In PC2B, the input device 26 and output device 27 are separate units. Alternatively, PC2B may be a desktop PC, with the input device 26 and output device 27 connected separately to the desktop PC.

[0028] Information processing terminal 2 is an example of a second information processing device that constitutes the game system 10. Information processing terminal 2 can store data, including the program that forms the basis of the game downloaded from the game server 1, in the storage device 22 shown in Figure 2, which will be described later.

[0029] Furthermore, the information processing terminal 2 can also read data, including the program that forms the basis of the game, from memory, optical discs, etc. The information processing terminal 2 then executes the program read from the storage device 22 to represent the game. In addition, when the processing results of the game processed by the game server 1 are delivered to the information processing terminal 2, the information processing terminal 2 can, for example, display the processing results using an internet browser or allow the player to advance the game.

[0030] The information processing terminal 2 selects a program based on the operation signals input from the input device 26 in response to the player's actions, and outputs a video signal to the output device 27 that matches the screen of the output device 27. The output device 27 displays the video based on the video signal. The operation signals input from the input device 26 are, for example, signals corresponding to the controller's operation sticks and operation buttons. The player can input instructions and control characters through the input device 26.

[0031] The information processing terminal 2 stores the game data downloaded from the game server 1 in the storage device 22 shown in Figure 2, which will be described later. The information processing terminal 2 also performs processes such as reading the game data from the storage device 22 and executing the program, drawing the screen according to the operation signals input from the input device 26, and displaying the screen using the output device 27. For example, in response to operations performed by the player through the input device 26, the information processing terminal 2 displays a screen with various scenes, including characters, on the output device 27.

[0032] The input device 26 provides various commands for controlling the character, such as responding to dialogue spoken by the character, giving instructions to the character, selecting events to view, and selecting the continuous playback mode described later. Another example of an operation performed by the input device 26 is a tap operation, such as touching the screen of the output device 27 with a finger or pen. The character and scene displayed on the output device 27 change depending on the operation performed by the input device 26. In this embodiment, events, 3D models, dialogue, and music are described as examples of content. The events that are played back may include 3D models, dialogue, and music.

[0033] <Example of game system hardware configuration> Next, an example of the hardware configuration of a game system 10 according to one embodiment will be described. Figure 2 is a block diagram showing an example of the hardware configuration of game system 10.

[0034] (Example of game server configuration) Game Server 1 is an example of a computer that operates as a computer capable of executing various programs. This Game Server 1 comprises a processing unit 11, a storage device 12, and a network interface 14, each connected to a bus 13.

[0035] The processing unit 11 is composed of at least one of the following: a CPU (Central Processing Unit), an MPU (Microprocessor Unit), a GPU (Graphics Processing Unit), and an FPGA (Field Programmable Gate Array). The processing unit 11 reads the program code of the software that implements each function according to this embodiment from the storage device 12, loads it into a temporary storage unit (not shown) provided in the storage device 12, and executes the program code. The processing unit 11 performs, for example, calculations for a game or processing necessary to draw objects on the screen of the information processing terminal 2.

[0036] The storage device 12 is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory). ROM can be an optical disc, magneto-optical disc, DVD (Digital Versatile Disc)-ROM, CD-ROM, Blu-ray® disc, etc. RAM can be SRAM (Static Random Access Memory), DRAM (Dynamic Random Access Memory), etc. Variables and parameters generated during the processing of the processing unit 11 are temporarily written to the storage device 12, and these variables and parameters are read out by the processing unit 11 as needed.

[0037] Furthermore, the storage device 12 is composed of at least one of the following: an HDD (Hard Disk Drive), an SSD (Solid State Drive), and flash memory. The storage device 12 stores the OS (Operating System) of the game server 1, various parameters, and programs necessary for the game server 1 to function. As described above, the storage device 12 stores programs and data necessary for the operation of the processing unit 11, and is used as an example of a computer-readable, non-transient storage medium that stores programs executed by the game server 1.

[0038] For example, a NIC (Network Interface Card) can be used for the network interface 14. The network interface 14 can send and receive various types of data to and from the information processing terminal 2 via the network N through a dedicated line connected to the terminals of the NIC.

[0039] (Example of an information processing terminal configuration) Information processing terminal 2 is an example of a computer that operates as a computer capable of executing various programs. This information processing terminal 2 comprises a processing unit 21, a storage device 22, a network interface 24, and an input / output interface 25, all connected to a bus 23.

[0040] The processing unit 21 is composed of at least one of the following: a CPU, MPU, GPU, and FPGA. The processing unit 21 reads the program code of the software that implements each function according to this embodiment from the storage device 22, loads it into a temporary storage unit (not shown) provided in the storage device 22, and executes the program code. The processing unit 21 performs, for example, calculation processing for games and processing necessary to draw objects on the screen of the information processing terminal 2. The processing unit 21 also performs processing such as the OS processing of the information processing terminal 2 and the management of data input and output performed in each part of the information processing terminal 2. Furthermore, when the processing unit 21 handles information related to games, it can also output audio signals, actuator operation signals, etc., in addition to image signals, to the output device 27 via the input / output interface 25.

[0041] The storage device 22 is composed of, for example, ROM and RAM. ROM can be an optical disc, magneto-optical disc, DVD-ROM, CD-ROM, Blu-ray® disc, etc. RAM can be SRAM, DRAM, etc. Variables and parameters generated during the processing of the processing device 21 are temporarily written to the storage device 22, and these variables and parameters are read out by the processing device 21 as needed. The processing device 11 also performs the necessary processing to draw, for example, two-dimensional or three-dimensional objects that constitute a character or background on the screen of the output device 27.

[0042] Furthermore, the storage device 22 is composed of at least one of the following: an HDD, an SSD, and flash memory. The storage device 22 stores the OS of the information processing terminal 2, various parameters, as well as programs for operating the information processing terminal 2, game programs, etc. As described above, the storage device 22 stores programs and data necessary for the operation of the processing unit 21, and is used as an example of a computer-readable, non-transient storage medium that stores programs executed by the information processing terminal 2.

[0043] For example, a network interface (NIC) can be used for the network interface 24. The network interface 24 can send and receive various types of data to and from the game server 1, and communicate with other information processing terminals 2, via a dedicated line connected to the terminals of the NIC and through the network N.

[0044] The input / output interface 25 converts the operation signals received from the input device 26 into data in a predetermined format and passes the converted data to the processing device 21. The input / output interface 25 also converts the data of the screen drawn by the processing device 21 into a video signal and outputs it to the output device 27.

[0045] The input device 26 is a device that receives input instructions or various types of information from the player. An example of the input device 26 is a pointing device that can input coordinate information of a position specified by the player. This pointing device could be a mouse, a touch panel, etc. A touch panel device is configured by combining the input device 26 and the output device 27. Alternatively, the input device 26 could be a game controller, keyboard, microphone, GPS (Global Positioning System) device, or various types of sensors. Examples of various sensors include acceleration sensors (six-axis sensors, gyroscopes, etc.), optical sensors (cameras, etc.), pressure sensors (pressure-sensitive touch sensors, etc.), and barometric pressure sensors.

[0046] The output device 27 is a device that outputs information processed by the processing device 21. Examples of output devices 27 include display devices (display devices, touch panels, etc.), sound devices (speakers, headphones, etc.), and actuators (vibration devices, haptic feedback, etc.). When the output device 27 is a display device, images based on video signals received from the input / output interface 25 are displayed on the display device. When the output device 27 is a sound device, sounds such as background music (BGM), sound effects, and character voices are emitted. When the output device 27 is an actuator, it vibrates or provides haptic feedback according to the game scene.

[0047] <Example of game system function configuration> Next, an example of the functional configuration of the game system 10 will be explained with reference to Figure 3. Figure 3 is a block diagram showing an example of the functional configuration of the game system 10. In Figure 3, the communication network N is omitted from the description.

[0048] (Example of game server functional configuration) Game server 1 comprises a communication unit 31, a game progress control unit 32, and a storage unit 33.

[0049] The communication unit 31 controls communication with the information processing terminal 2. For example, when the communication unit 31 receives a data acquisition request or the like transmitted from the information processing terminal 2, it outputs a data acquisition request to the game progress control unit 32, and the game progress control unit 32 transmits the processed game data to the information processing terminal 2. The functions of the communication unit 31 are realized by the processing unit 11 and network interface 14 shown in Figure 2.

[0050] The game progress control unit 32 selects and reads game data to be used by the information processing terminal 2 from the storage unit 33 based on a data acquisition request input from the communication unit 31. Then, the game progress control unit 32 outputs the read game data to the communication unit 31. The game according to this embodiment is a character-raising game.

[0051] Furthermore, the game progress control unit 32 can also output the processing result data to the communication unit 31 after processing based on the read game data. The functions of the game progress control unit 32 are realized by the processing unit 11 and storage device 12 shown in Figure 2.

[0052] The memory unit 33 stores game data. The functions of the memory unit 33 are realized by the storage device 12 shown in Figure 2. The memory unit 33 also stores data of the players who play the game. The player data is used for player authentication processing, etc.

[0053] (Example of information processing terminal function configuration) The information processing terminal 2 includes a communication unit 41, an input unit 42, an input receiving unit 43, a game progress control unit 44, a display control unit 45, a drawing unit 46, an image output unit 47, an output unit 48, and a storage unit 49.

[0054] The communication unit 41 sends data acquisition requests to the game server 1, including data requested by the game being played by the player. The communication unit 41 then writes the game data distributed from the game server 1 to the storage unit 49. The functions of the communication unit 41 are realized by the processing unit 21 and network interface 24 shown in Figure 2.

[0055] The input unit 42 outputs an operation signal to the input receiving unit 43, which is generated based on the operation input by the player. The operation input by the player includes, for example, tapping the screen of the input device 26, or specifying a particular icon on the screen using the input device 26. The player can input instructions to select an event to play from multiple events displayed on the output unit 48 by tapping or clicking. The functions of the input unit 42 are realized by the input device 26 shown in Figure 2. In the following explanation, operations performed by the input unit 42 are assumed to be taps. Click operations can be interpreted as simply tap operations.

[0056] The input receiving unit 43 receives operation signals from the input unit 42. As operation signals, the input receiving unit 43 receives, for example, an instruction from the input unit 42 to select an event to be played from among multiple events displayed on the output unit 48. The functions of the input receiving unit 43 are realized by the input / output interface 25 shown in Figure 2.

[0057] The game progress control unit 44 controls the game's progress based on instructions input via the input unit 42. Therefore, the game progress control unit 44 controls game scene transitions, sound output, effects, etc., based on operation signals received by the input reception unit 43. Game progress can also be controlled using ordered information. Ordered information is information read by the game progress control unit 44 and used to advance the game. The event timeline, conversation order, character actions, etc., are displayed and their content changes according to the ordered information.

[0058] The display control unit 45 controls the display of an event list display screen W1 (see Figure 6 below) and a playback mode selection screen W2 (see Figure 6 below) on the output unit 48, where the player can select events that can be viewed. The event list display screen W1 is an example of an event selection screen and is one of the display modes that allows the player to view or review events they have viewed during the course of the game, even when the game is not in progress. It is also called an event gallery. Through the event list display screen W1, the player can select and view multiple events that differ for each character.

[0059] In the game according to this embodiment, there are a story mode (an example of the first mode), which is the main game part where a cultivation game progresses, and a display mode (an example of the second mode) in which an event list display screen W1 is displayed, where the player can select and play back the events viewed in the main game outside the main game. For example, there are events where the good or excellent morale of a character in the story mode becomes a generation condition for the events viewable in the display mode. Thus, in the game according to this embodiment, the story mode and the display mode are configured as separate and distinct modes.

[0060] Further, the display control unit 45 is capable of selecting a recommended continuous playback mode in which a plurality of events recommended for the player to view among the events displayed on the event list display screen W1 are continuously played back, and displays a playback mode selection screen W2 (see FIG. 6 described later), which is an example of a playback mode selection screen. When an instruction for the player to select the recommended continuous playback mode is input by the player, the display control unit 45 continuously plays back a plurality of events recommended for the player to view and that the player can view in a predetermined order.

[0061] The drawing unit 46 draws an image to be displayed on the output unit 48 based on the operation signal received by the input reception unit 43. The drawn image includes, for example, in addition to text, a two-dimensional or three-dimensional image of an object including the player character operated by the player and other characters.

[0062] The image output unit 47 outputs the image drawn by the drawing unit 46 to the output unit 48. For example, the images of each screen shown in FIG. 6 or FIG. 7 described later are output to the output unit 48. The function of the image output unit 47 is realized by the input / output interface 25 shown in FIG. 2.

[0063] The output unit 48 displays the image output by the image output unit 47. The function of the output unit 48 is realized by the output device 27 shown in FIG. 2.

[0064] The memory unit 49 stores game data received by the communication unit 41 from the game server 1. The function of the memory unit 49 is realized by the storage device 22 shown in Figure 2.

[0065] <Example of table structure> Next, an example of the configuration of each table read by the display control unit 45 will be explained with reference to Figure 4. Figure 4 shows an example of the configuration of the playback management table T1, the status table T2, and the condition determination table T3. Although each table shown in Figure 4 stores different values ​​for each character, here we will explain an example of storing the values ​​set for character 1. The playback management table T1 is stored in the storage unit 49 of the information processing terminal 2 and the storage unit 33 of the game server 1.

[0066] (Playback management table T1) The playback management table T1 contains the following items: event ID, display order, event group, priority during continuous playback, occurrence conditions, recommended event, and key availability.

[0067] The Event ID field stores an Event ID used to identify an event progressing in the game. Each event is associated with information recommended for the player to view, and information for sequential playback in the recommended order. A Recommended Event field is associated with the information recommended for the player to view. Additionally, information for sequential playback in the recommended order is associated with the Event ID field. The display control unit 45 plays multiple events recommended for the player to view sequentially in the recommended order, based on the information recommended for the player to view and the information for sequential playback in the recommended order.

[0068] The display order field stores a numerical value indicating the display order of events recommended by the game operator. Therefore, the predetermined order of events played in the recommended continuous playback mode or selected continuous playback mode, described later, refers to the pre-defined recommended order. Since it is desirable for events to be played in chronological order, the display order is set according to the chronological order in which events occur. The display order is from smallest to largest numerical value, and based on this numerical value, the event names are displayed in order on the event list display screen W1 shown in Figure 6 below. However, for one-off events that do not fit the chronological order, the display order field is set to a numerical value that allows them to be played at an appropriate time by the game operator.

[0069] The event group field stores a numerical value used by the display control unit 45 to identify multiple events occurring at the same time. If the events occur at different times, the event group field stores "0". On the other hand, if multiple events occur at the same time, the event group field stores the same numerical value (for example, "100"). During continuous playback, the display control unit 45 selects and plays one event from among multiple events with the same numerical value in the event group field. In recommended continuous playback mode, the event to be played is automatically selected without any operation by the player. Therefore, in recommended continuous playback mode, the display control unit 45 automatically selects an event with a numerical value other than "0" in the recommended event field, which will be described later. In selected continuous playback mode, the event is selected by the player.

[0070] In the continuous playback priority item, among a plurality of events that occur at the same timing in which a numerical value other than "0" is stored in the event group item, information recommended for the player to view is stored numerically. The continuous playback priority item is an item referred to in the selected continuous playback mode. When the selected continuous playback mode is selected and the display control unit 45 reaches the playback timing of a plurality of events that occur at the same timing during continuous playback of a plurality of events, the event selection screen W3 (see FIG. 7 described later) is displayed. Therefore, the player can give an instruction to select one event from the event selection screen W3. The order of a plurality of events that occur at the same timing displayed on this event selection screen W3 is determined by the continuous playback priority. The display control unit 45 displays an event with a higher continuous playback priority (for example, "2") set above an event with a lower continuous playback priority (for example, "1") set.

[0071] In the occurrence condition item, a numerical value is stored as information indicating that it is necessary to satisfy the occurrence condition for the playback of the event. When "0" is stored in the occurrence condition item, there is no occurrence condition, so the event is played back as normal. On the other hand, when a numerical value other than "0" is stored in the occurrence condition item, the display control unit 45 refers to the state table T2 and determines whether the occurrence condition for that event is satisfied.

[0072] In the recommended event item, "1" is stored for an event that is recommended to be played back by the game operation company among a plurality of events. The recommended event item is an item referred to in the recommended continuous playback mode. For example, when the cultivation game according to the present embodiment is based on historical facts, "1" is stored in the recommended event item associated with the event according to the historical facts. The display control unit 45 plays back the events in which "1" is stored in the recommended event item continuously. Also, for the events in which "1" is stored in the recommended event item, on the event list display screen W1 shown in FIG. 6, a recommended label including the character "recommended" is displayed together with the event name. As the recommended label, symbols, figures, etc. may be used in addition to characters.

[0073] The Key Availability field stores information indicating whether an unlock key can be used to allow the player to view events they have not yet viewed. An unlock key is one example of a medium that a player can obtain by playing or purchasing the game. Events with a Key Availability field set to "0" can be viewed by the player without using an unlock key. On the other hand, for events with a Key Availability field set to "1" that the player has not yet viewed, using an unlock key will play the event, making it viewable.

[0074] (Status Table T2) The status table T2 contains the following fields: Event ID, Event Name, Condition Event ID, Condition Event Name, Choice ID, and Branch ID. The Event ID field stores the same Event ID as the Event ID field in the playback management table T1. The Event Name field stores the event name associated with the Event ID.

[0075] The Condition Event ID field stores the Condition Event ID used to identify the condition event associated with an event that will not be played unless the trigger conditions are met. The "Condition Event Name" field stores the name of the condition event associated with the condition event ID.

[0076] The Choice ID field stores the Choice ID that defines which option to select in a conditional event to satisfy the conditions for playing the event with the specified event ID. As shown in the third example of event occurrence conditions described later, the Choice ID is a numerical value stored in the Recommended Choice ID field of the condition judgment table T3, and is used in the process of playing either selection event 1 or 2.

[0077] The Branch ID field stores the Branch ID, which specifies which conditions must be met in the conditional event to satisfy the playback conditions for the event with the event ID. Depending on the outcome of the branch, the event may not be played. If a branch exists, "1" is stored in the Branch ID field; if no branch exists, "0" is stored in the Branch ID field. The Branch ID is information that defines the playback conditions for a lottery event, as shown in the first example of event occurrence conditions described later.

[0078] (Conditional Judgment Table T3) The condition determination table T3 contains the following items: condition event ID, condition event name, recommended option ID, and recommended branch ID. The condition event ID field stores the same event ID as the event ID field in the replay management table T1. However, the events stored in the condition judgment table T3 must be associated with the condition event ID in the status table T2. The "Condition Event Name" field stores the condition event name associated with the status table T2.

[0079] The Recommended Option ID field stores the Recommended Option ID, which represents the option that is recommended for playback when a condition event includes multiple options. The number stored in the Recommended Option ID indicates which option from the top will display the word "Recommended" when multiple options are displayed. For example, if the Recommended Option ID is "2", the word "Recommended" will be displayed on the second option from the top among the multiple options displayed.

[0080] The Recommended Branch ID field stores a Recommended Branch ID that indicates the conditions for triggering an event have been met, in order to enable the playback of events that would otherwise be unplayable unless those conditions are met. For example, there is an event that requires the character's motivation to be good or excellent to meet the trigger conditions. However, since the player cannot control the character's motivation when viewing the event, the event cannot be played as is. Therefore, the display control unit 45 stores "1" in the Recommended Branch ID field, indicating that the trigger conditions have been met. As a result, the display control unit 45 can play the event for which the trigger conditions have been met. Other possible trigger conditions for events include the character winning a predetermined battle during gameplay, or the player or character obtaining a predetermined item.

[0081] <Example of screen display> Next, examples of how each screen is displayed will be explained with reference to Figures 5 to 7. Here, it is assumed that each screen is displayed on the output unit 48 of the information processing terminal 2.

[0082] <Traditional event playback> First, we will explain an example of the screen display used in conventional event playback. Figure 5 shows examples of the conventional character list display screen W10 and event list display screen W11. The character list display screen W10 is used to play events related to the character specified by the player.

[0083] The character list display screen W10 shown on the left side of Figure 5 comprises a character list display section W10a and a character display order specification section W10b. The character list display section W10a displays a list of characters that the player can operate or select. However, characters that the player cannot select may be displayed in gray. In Figure 5, for the sake of simplicity, the characters are represented as characters A to E, and it is assumed that the player has selected character A. When character A is selected, the screen transitions to the event list display screen W11 shown on the right side of Figure 5. The thick arrows in the figure indicate the screen transition destination when the player presses each button.

[0084] The character display order specification section W10b is used by the player to specify the display order of multiple characters displayed in the character list display section W10a. Characters are marked with black stars indicating their training stage, and the characters are displayed in descending order of the number of black stars specified by the player. The display order of characters can also be rearranged by other conditions. For example, the display order of characters can be rearranged by their level.

[0085] The event list display screen W11 shown on the right side of Figure 5 includes a selected character display section W11a, an event name display section W11b, a play button W11c, and a release key count display section W11d. The selected character display section W11a displays the image of the character selected by the player for event playback on the character list display screen W10.

[0086] The event name display section W11b displays a list of event names that the player can replay. Events that the player can replay are those that the player has viewed in the game in the past. In the database located on game server 1 or information processing terminal 2, event viewing information (whether or not it has been viewed) is managed for each player ID used to identify the player. By using a release key and updating the event viewing information managed in the database, the player will be able to view events that they have not viewed in the past. The play button W11c is a button that allows the player to initiate the playback of an event by selecting it. The release key count display unit W11d displays the number of release keys the player possesses.

[0087] When the player presses the close button at the bottom of the event list screen W11, the event list screen W11 closes and returns to the character list screen W10.

[0088] In conventional event playback, the player would play each event individually by pressing the play button W11c. Therefore, after one event was played, the event list screen W11 would reappear, requiring the player to repeatedly press the play button W11c for other events. However, given the enormous number of events, the process of selecting the desired event each time was cumbersome. Furthermore, the event list screen W11 did not display events chronologically, making it unclear the order in which events were played by the player.

[0089] <Event playback according to this embodiment> Next, an example of the screen display used in event playback according to this embodiment will be described. The event playback process according to this embodiment aims to eliminate the inconveniences of event playback.

[0090] Figure 6 shows an example of the display of the event list display screen W1 and the playback mode selection screen W2 according to this embodiment. The event list display screen W1 is used to play events related to the character specified by the player. Note that the character list display screen W10 shown on the left side of Figure 5 is also used in this embodiment, and the event list display screen W1 for the character selected from the character list display screen W10 is displayed. Here, an example of the display of the event list display screen W1 when the common tab is selected will be described.

[0091] The event list display screen W1 shown on the left side of Figure 6 includes a selected character display section W1a, an event name display section W1b, a play button W1c, a release key count display section W1d, and a recommended label display section W1e. The functions of the selected character display section W1a, event name display section W1b, play button W1c, and release key count display section W1d are the same as those shown in Figure 5 (selected character display section W11a, event name display section W11b, play button W11c, and release key count display section W11d), so a detailed explanation is omitted. When the common tab is selected, event names are displayed in chronological order. The event name display section W1b may also display the timing of the event's occurrence during the training period (season, year and month, etc.) along with the event name.

[0092] The recommended label display unit W1e displays a recommended label (an example of recommended information) attached to events that the game operator recommends the player play. Therefore, the display control unit 45 displays recommended labels on events included in the event list display screen W1 that are associated with information recommended for the player to view. An event associated with information recommended for the player to view is an event where "1" is stored in the recommended event item of the play management table T1. Recommended events are, for example, events that follow historical facts. The recommended label may display, for example, "Recommended," but symbols or shapes may also be displayed.

[0093] When the Common Random tab or the Costume tab is selected, the event name specific to each tab will be displayed, allowing the player to select an event. Events played in the Common Random tab occur randomly, not chronologically. Characters can also change their costumes, and the content of events changes accordingly. When the Costume tab is selected by the player, events related to the selected costume can be played.

[0094] The playback mode selection screen W2 shown on the right side of Figure 6 is displayed, for example, when the player presses the play button W1c on the event list display screen W1. Here, because the play button W1c for event 2, which has a recommended label displayed, is pressed, the playback settings for starting playback from event 2 are configured.

[0095] The playback mode selection screen W2 includes a playback start event display section W2a, a playback setting selection section W2b, an individual playback setting section W2c, a recommended continuous playback mode setting section W2d, and a selected continuous playback mode setting section W2e.

[0096] The playback start event display section W2a displays the event name of the event selected by the player as the playback start event on the event list display screen W1. The playback settings selection section W2b is used by the player to configure playback settings by selecting a playback mode. The playback mode selected by the player is indicated by the radio button selection.

[0097] The individual playback settings section W2c is used, as before, to set individual playback so that only the events selected by the player are played. Events are not played continuously, and after an event is played, the system returns to the event list display screen W1.

[0098] The recommended continuous playback mode setting unit W2d is used to set the recommended continuous playback mode according to this embodiment. In the recommended continuous playback mode, multiple events are played continuously in a recommended order. For events that include choices, multiple choices are displayed during the playback of the event. However, choices other than the recommended choice are grayed out so that the player cannot select them. Therefore, the player can play the events associated with a choice by selecting the recommended choice. In addition, the recommended continuous playback mode may be configured so that the recommended choice is automatically selected and played without requiring any operation from the player. A detailed example of the processing of the recommended continuous playback mode will be described later.

[0099] The Selected Continuous Playback Mode Setting Unit W2e is used to set the Selected Continuous Playback Mode according to this embodiment. In Selected Continuous Playback Mode, the recommended order and events are played continuously, but for events that include choices, the player needs to operate to select which choice to use. A detailed example of the Selected Continuous Playback Mode processing will be described later.

[0100] When the OK button displayed at the bottom of the playback mode selection screen W2 is pressed, playback of the event will begin in the playback mode set by the player. On the other hand, if the Cancel button is selected, the user will return to the event list display screen W1.

[0101] Figure 7 shows an example of the display of the playback event selection screen W3.

[0102] In the selection-based continuous playback mode, when it is time for an event containing a selection to be played, the playback event selection screen W3 (an example of a screen for selecting content in the same predetermined order) is displayed. The playback event selection screen W3 is a screen that allows the player to select one event from multiple events that are in the same predetermined order while an event is being played in the selection-based continuous playback mode. Being in the same predetermined order means that the same numerical value is stored in the event group item of the playback management table T1 shown in Figure 4, and that these events can be played at the same time. The display control unit 45 plays the one event selected from the playback event selection screen W3. This playback event selection screen W3 includes an event selection unit W3a.

[0103] The display control unit 45 rearranges multiple events that are in the same predetermined order according to their priority during continuous playback (an example of playback priority) and displays them on the playback event selection screen W3. At this time, the display control unit 45 displays each of the multiple selectable events that the player can choose from, along with a radio button, on the event selection section W3a of the playback event selection screen W3.

[0104] The player selects one event from multiple selectable events by pressing a radio button. When the OK button, displayed at the bottom of the playback event selection screen W3, is pressed, the display control unit 45 starts playback of the event selected by the player. On the other hand, if the Cancel button is selected, the display control unit 45 returns to the event list display screen W1.

[0105] <Explanation of the process for displaying options> Next, the event selection process will be explained with reference to the diagrams from Figure 8 onwards.

[0106] (Event selection processing) Figure 8 is a flowchart showing an example of event selection processing.

[0107] When the game progress control unit 44 receives an input to display the character list display screen W10 (see left side of Figure 5) during game progress, the display control unit 45 displays the character list display screen W10 (S1). When the display control unit 45 receives a character selection instruction from the player from the character list display screen W10 (S2), it identifies the event associated with the selected character (S3).

[0108] Next, the display control unit 45 displays an event list display screen W1 (see the left side of Figure 6) in which the identified multiple events are arranged in display order (S4). Here, the display control unit 45 arranges the multiple events in display order based on the display order item of the playback management table T1.

[0109] Next, when the display control unit 45 receives a playback instruction for an event selected from the event list display screen W1 (S5), it displays the playback mode selection screen W2 (see the right side of Figure 6) (S6). Next, the display control unit 45 determines from the playback mode selection screen W2 whether the recommended continuous playback mode has been set by the player (S7).

[0110] When the display control unit 45 receives an instruction to select the recommended continuous playback mode, it determines that the recommended continuous playback mode has been set (YES in S7), performs the recommended continuous playback process (S8), and terminates this process. In the recommended continuous playback process, the display control unit 45 plays multiple events in a predetermined order from the events selected from the event list display screen W1. In the recommended continuous playback mode, the display control unit 45 plays one event that is recommended for viewing by the player from among multiple events that are in the same predetermined order. Therefore, the player can view events that are not out of chronological order. In addition, since multiple events are played automatically, the number of operations required for the player to play events can be reduced.

[0111] The display control unit 45 determines that no recommended continuous playback mode is set if no instruction to select a recommended continuous playback mode has been input (NO in S7). Therefore, the display control unit 45 determines whether a selected continuous playback mode has been selected by the player (S9).

[0112] When the display control unit 45 receives an instruction to select the continuous selection playback mode, it determines that the continuous selection playback mode has been set (YES in S9), performs the continuous selection playback process (S10), and terminates this process. In the continuous selection playback process, the display control unit 45 plays multiple events in a predetermined order from the events selected from the event list display screen W1. However, in the continuous selection playback mode, a playback event selection screen W3 is displayed in the middle of playing multiple events in succession, allowing the player to select one event from multiple events that are in the same predetermined order.

[0113] If no instruction to select a continuous playback mode is input, the display control unit 45 determines that a continuous playback mode is not set (NO in S9). In this case, the display control unit 45 plays only the events selected by the player (S11) and terminates this process. Although not shown in Figure 8, if the cancel button on the playback mode selection screen W2 is pressed, the display control unit 45 terminates this process without playing any events.

[0114] (Recommended continuous playback processing) Next, an example of recommended continuous playback processing will be explained with reference to Figure 9. Figure 9 is a flowchart showing an example of recommended continuous playback processing.

[0115] First, the display control unit 45 starts playback of the event for which it received a playback instruction in step S5 of Figure 8 (S21). Next, the display control unit 45 refers to the playback management table T1 and identifies the event for which playback is to be determined next (S22), and performs the recommended playback condition determination process (S23).

[0116] Next, the display control unit 45 determines whether the event identified in step S22 satisfies the recommended playback conditions based on the result of the recommended playback condition determination process (S24). If the event does not satisfy the recommended playback conditions (NO in S24), the display control unit 45 returns to step S22, identifies the next event to determine whether playback is possible, and performs the recommended playback condition determination process in step S23 again.

[0117] On the other hand, if the event meets the recommended playback conditions (YES in S24), the display control unit 45 plays the event identified in step S22 (S25). In this way, the display control unit 4 sequentially determines the occurrence conditions associated with an event and can play back events that meet the occurrence conditions.

[0118] Next, the display control unit 45 determines whether there is an event in the playback management table T1 with a higher display order than the event played in step S25 (S26). If the display control unit 45 determines that there is an event in the playback management table T1 with a higher display order than the event played in step S25 (YES in S26), it returns to step S22. The display control unit 45 then identifies the event it determined to be in the playback management table T1 as the next event to determine whether it can be played, and performs the recommended playback condition determination process again.

[0119] On the other hand, if the display control unit 45 determines that there is no event in the playback management table T1 with a higher display order than the event played in step S25 (NO in S26), it returns to step S8 in Figure 8 and terminates the event selection process.

[0120] Figure 10 is a flowchart showing an example of the recommended playback condition determination process shown in step S23 of Figure 9. Figure 11 shows examples of tables and items referenced when replaying events with the same playback timing and events with defined occurrence conditions. Here, the process is explained by referring to the values ​​stored in the items of each table in Figure 11. In the explanation of the process, the table items of interest are highlighted with thick lines.

[0121] First, the display control unit 45 determines whether the event identified in step S22 of Figure 9 is an event that is recommended for playback (S31). If the event is an event that is recommended for playback in the recommended continuous playback mode, a value other than "0" (for example, "1") is stored in the recommended event item of the playback management table T1. Therefore, if the display control unit 45 determines that the event is not an event that is recommended for playback (NO in S31), that is, if "0" is stored in the recommended event item, it determines that the recommended playback conditions are not met (S40). Then, based on the determination result that the recommended playback conditions are not met, the display control unit 45 performs the determination process in step S24 of Figure 9.

[0122] In step S31, if the display control unit 45 determines that the event identified in step S22 in Figure 9 is an event that is recommended for playback (YES in S31), it determines whether there are multiple events with the same playback timing (S32). Multiple events with the same playback timing have the same numerical value other than "0" stored in the event group item of the playback management table T1. For example, if event 31 is selected, as shown in Figure 11, the event group items for event IDs 31 to 33 all have the same numerical value "100" stored in them, so they are determined to be multiple events with the same playback timing.

[0123] If the display control unit 45 determines that there are multiple events with the same playback timing (YES in S32), it identifies an event to recommend playback from the event group (S33). Multiple events with the same playback timing have only slight differences in their content. Conventionally, because the differences in event content were slight, simply performing continuous playback resulted in the problem of similar events being played consecutively. Therefore, the display control unit 45 in this embodiment automatically selects one event to recommend playback from multiple events with the same playback timing. To this end, the display control unit 45 refers to the recommended event item in the playback management table T1 and identifies an event in which a value other than "0" (for example, "1") is stored in the recommended event item. For example, as shown in Figure 11, the display control unit 45 identifies event 33, in which "1" is stored in the recommended event item, as the event to recommend playback from the event group whose event IDs are events 31 to 33.

[0124] The display control unit 45 determines whether there are no multiple events with the same playback timing (NO in S32), or whether there are conditions for occurrence defined for the identified event (S34), after identifying one event from multiple events with the same playback timing (S33). The display control unit 45 determines whether there are conditions for occurrence defined for the identified event by checking whether a value other than "0" is stored in the occurrence conditions item of the playback management table T1.

[0125] For example, as shown in Figure 11, the event with event ID event 33 has "1" stored in the recommended event item, so it is an event that is recommended to be played, and since "0" is stored in the occurrence condition item, no occurrence conditions are defined. On the other hand, as shown in Figure 11, the event with event ID event 4 has "301" stored in the occurrence condition item, so the occurrence conditions are defined, and the display control unit 45 must satisfy the occurrence conditions in order to play event 4.

[0126] The display control unit 45 determines whether the conditions for the occurrence of the event are met (S35) if the conditions for occurrence are defined for the identified event (YES in S34). Therefore, the display control unit 45 refers to the status table T2 to which event 4 is associated and checks whether the conditions for occurrence are met.

[0127] If the display control unit 45 determines that the event identified in step S34 does not meet the occurrence conditions (NO in S35), it determines that the recommended playback conditions are not met (S40) and proceeds to the process in step S24 of Figure 9.

[0128] On the other hand, if the display control unit 45 determines that no conditions for occurrence are defined for the event (NO in S34), or that the event identified in step S34 has met the conditions for occurrence (YES in S35), it determines whether the event recommended for playback is an event that has already been viewed (S36). If the display control unit 45 determines that it is an event that has already been viewed (YES in S36), it determines that the recommended playback conditions are met (S37), and proceeds to the process in step S24 of Figure 9.

[0129] On the other hand, if the display control unit 45 determines that the event has not been viewed (NO in S36), it displays an event selection screen (not shown) that uses a release key (S38). A release key is an example of a medium for playing an event that has not been played in the past, that is, an event that the player has not yet viewed. The event selection screen displays information to allow the player to decide whether to play the event using the release key.

[0130] Next, the display control unit 45 determines whether an unviewed event has been unlocked by the player's instruction to use the unlock key (S39). The process in step S39 is an example of a process that determines whether the conditions for event playback have been met, namely that the player has already viewed the event in the game. As described above, unviewed events can be played back by the player giving an instruction to use the unlock key. If the display control unit 45 determines that an unviewed event has been unlocked by the unlock key (YES in S39), it determines that the recommended playback conditions have been met (S37) and proceeds to the process in step S24 in Figure 9. Therefore, in step S25 in Figure 9, the display control unit 45 is able to play back the unviewed event that was unlocked by the unlock key.

[0131] On the other hand, if the display control unit 45 determines that an unviewed event has not been released with the release key (NO in S39), the display control unit 45 determines that the recommended playback conditions are not met (S40) and proceeds to the process in step S24 of Figure 9.

[0132] <Explanation of event trigger conditions> Here, the event occurrence conditions determined in step S35 will be explained with reference to Figures 11 to 13.

[0133] (Example of event trigger conditions, Part 1) First, let's explain the first example of an event trigger condition. The event occurrence conditions can be determined by whether a value other than "0" (for example, "1") is stored in the branch ID item of the status table T2. Therefore, the display control unit 45 can determine that a lottery event in which "1" is stored in the branch ID item shown in the status table T2 has met the conditions for occurrence of the lottery event.

[0134] However, the conditions for event 4 to occur are determined by the result of a lottery event whose condition event ID is defined as "400". The lottery event is a condition event that executes a game to obtain a reward that satisfies the conditions for occurrence, and is a process that is automatically executed by the game progress control unit 44 when event 4 is identified.

[0135] If a reward (for example, the first prize) is won in the lottery event conducted by the game progress control unit 44, the display control unit 45 determines that the conditions for the occurrence of event 4 have been met. On the other hand, if a different reward (for example, a participation prize) is won in the lottery event conducted by the game progress control unit 44, the display control unit 45 determines that the conditions for the occurrence of event 4 have not been met.

[0136] (Second example of event trigger conditions) Next, we will explain a second example of event occurrence conditions. In this second example of event occurrence conditions, please refer to Figure 12 and focus on the cases where the event IDs in the state table T2 are events 500 and 6. Figure 12 shows an example of a table reference when playing back an event whose playback is determined by the results of a specific event in the recommended continuous playback mode.

[0137] Events 500 and 6, shown in Figure 12, are recommended for playback because the recommended event item in the playback management table T1 has "1" stored in it. Since the occurrence condition item for event 500 has "0" stored in it, the display control unit 45 does not define the conditions for playback of event 500. On the other hand, since the occurrence condition item for event 6 has "601" stored in it, the conditions for playback are defined, and the display control unit 45 must satisfy the conditions for playback of event 6.

[0138] However, whether or not the conditions for event 6 are met are determined on an event progress screen (not shown) separate from the event list display screen W1, based on the results of another event (for example, event 500) that changes depending on the character's parameters. For example, when event 500 is being executed, the game progress control unit 44 determines that the conditions for event 6 are met if it determines that the character's parameters (for example, motivation) are in good condition.

[0139] However, when the player displays the event list screen W1, the event progress screen is not displayed, so the player cannot change the character's parameters. Therefore, although the branch ID item for event 6 in the state table T2 is "1", the conditions for event 6 to occur are not met, and the display control unit 45 cannot play event 6.

[0140] Therefore, the display control unit 45 determines whether the occurrence conditions are met based on the value of the recommended branch ID item in the condition determination table T3. Here, the display control unit 45 determines that the occurrence conditions for event 6 are met because the recommended branch ID item corresponding to the condition event 500 associated with event 6 in the condition determination table T3 is "1", and the display control unit 45 is able to play event 6.

[0141] (Third example of an event trigger condition) Next, we will explain a third example of an event occurrence condition. In this third example of an event occurrence condition, please refer to Figure 13 and focus on the cases where the event IDs in the state table T2 are event 700 and events 81 and 82. Figure 13 shows an example of the table references used when playing back the participating events, which are determined by the selection results of the selected events in the recommended continuous playback mode.

[0142] In Figure 13, events 81 and 82 in the Event ID field have the same value "80" stored in the display order field, but they do not occur at the same time because they have different values ​​"201" and "202" stored in the event group field. However, only one of events 81 or 82 will be played, and which of events 81 or 82 will be played is determined by the selection result of event 700, which is played before events 81 and 82.

[0143] Therefore, the display control unit 45 refers to the recommended branch ID item in the condition judgment table T3 for condition events 700 associated with events 81 and 82 in the state table T2. When condition event 700 is played back, the display control unit 45 selects the event to be played based on the recommended option ID, which is defined by the option recommended by the recommended option ID, based on the numerical value stored in the option ID item in the state table T2, based on the numerical value stored in the option ID item in the condition judgment table T3. For example, when it is time to display events 81 and 82 in the playback management table T1, the display control unit 45 refers to the state table T2 because the occurrence condition items are stored as "801" and "802". Then, in selection event 1, where the condition event ID item in the state table T2 is "700", the display control unit 45 determines which of the event events 11 and 12 to play back, depending on which option was selected by the player. In other words, the display control unit 45 determines which of the entry events 11 and 12 to play next based on the option ID corresponding to the option selected by the player in the selection event 1 associated with "700" stored in the condition event ID item. For this reason, if the option with option ID item "1" is selected, entry event 12 is determined to be the event to play, and if the option with option ID item "2" is selected, entry event 11 is determined to be the event to play.

[0144] The Recommended Option ID in the Condition Judgment Table T3 is an item that specifies which option to display with the Recommended label. The Display Control Unit 45 can display one of the options with the Recommended label, indicating that playback is recommended, for special events that have options among the events included in the Event List Display Screen W1. For example, since "1" is stored in the Recommended Option ID item of condition event 700 in the Condition Judgment Table T3, the Display Control Unit 45 will display the Recommended label for the option of event 82, which has "1" stored in the Option ID item of events 81 and 82 in the Status Table T2.

[0145] (Selected continuous playback processing) Next, we will explain an example of the selected continuous playback process with reference to Figures 14 and 15. Note that detailed explanations of processes common to the recommended continuous playback process shown in Figures 9 and 10 will be omitted. Figure 14 is a flowchart showing an example of the selected continuous playback process. The selected continuous playback process is the process performed in step S10 of Figure 8.

[0146] After step S21, the display control unit 45 refers to the playback management table T1, identifies an event for which playback is to be determined (S22), and performs the selection playback condition determination process (S23A).

[0147] Next, the display control unit 45 determines whether the event identified in step S22 satisfies the continuous playback condition based on the result of the selection playback condition determination process (S24A). If the event does not satisfy the selection playback condition (NO in S24A), the display control unit 45 returns to step S22, identifies the next event to determine whether playback is possible, and performs the selection playback condition determination process in step S23A again.

[0148] On the other hand, if the event satisfies the selection playback conditions (YES in S24A), the display control unit 45 plays the event identified in step S22 (S25). The processing from step S25 onward is the same as the recommended continuous playback processing, so a detailed explanation is omitted.

[0149] Figure 15 is a flowchart showing an example of the selection and playback condition determination process shown in step S23A of Figure 14. Here, the process will be explained while referring to the values ​​stored in each table in Figure 11.

[0150] Steps S31 and S32 are the same as the recommended continuous playback process, so a detailed explanation is omitted. If there are multiple events with the same playback timing (YES in S32), the display control unit 45 refers to the playback management table T1 and rearranges the events in order of priority during continuous playback (S51).

[0151] Next, the display control unit 45 displays the playback event selection screen W3 shown in Figure 7, prompting the player to select the event they wish to play. The display control unit 45 identifies the event selected by the player as the event to be played (S52).

[0152] The processing from step S34 onward is the same as the recommended continuous playback processing, so a detailed explanation is omitted. However, in the selected playback condition determination processing, steps S37A and S40A are changed to processes that determine whether or not the selected playback conditions are met.

[0153] The process in step S51 will be explained with reference to Figure 16. Figure 16 shows an example where the priority item for consecutive playback is referenced when playing events with the same playback timing. Here, we will focus only on events 31-33, so only the playback management table T1 is shown.

[0154] Events 31-33, stored in the Event ID field of the Playback Management Table T1, are multiple events with the same playback timing because the same numerical value "100" is stored in the Event Group field. For this reason, events 31-33 are displayed as options on the Playback Event Selection Screen W3. However, in the Select Playback Condition Determination Process, the value of the Continuous Playback Priority field is used for the display order of the options on the Playback Event Selection Screen W3, and the Recommended Event field referenced in the Recommended Playback Condition Determination Process is not referenced.

[0155] The numerical values ​​for the continuous playback priority item set for events 31, 32, and 33 are "1", "0", and "2", respectively. Therefore, the event names of the events with the highest playback priority are displayed from top to bottom on the playback event selection screen W3 shown in Figure 7. Accordingly, the display control unit 45 displays the event names associated with the event IDs on the playback event selection screen W3 in descending order of the continuous playback priority values: events 33, 31, and 32.

[0156] Furthermore, even if multiple events have the same numerical value stored in the event group item, if an event has a numerical value other than "0" stored in the occurrence condition item, the event name will not be displayed on the playback event selection screen W3 unless the event meets the occurrence condition.

[0157] In the program according to the embodiment described above, the player can select either the recommended continuous playback mode, the selected continuous playback mode, or individual playback from the playback mode selection screen W2. When the recommended continuous playback mode or the selected continuous playback mode is selected, the display control unit 45 plays multiple events in the recommended order. As a result, multiple events can be played in a predetermined order, improving the player's enjoyment. Furthermore, compared to the conventional method where the player had to individually select and play each event, the continuous playback using the program according to this embodiment reduces the effort required from the player.

[0158] When there are multiple events with the same display order, the recommended continuous playback mode automatically selects and plays one recommended event from among the multiple events. On the other hand, in the selective continuous playback mode, the playback event selection screen W3 is displayed, allowing the player to select and play one event from among the multiple events. When either the recommended continuous playback mode or the selective continuous playback mode is selected, even if there are multiple events with the same display order, one event can be played with minimal effort, thus reducing the effort required from the player when playing multiple events continuously.

[0159] Furthermore, for events that require certain conditions to be met during playback, the display control unit 45 refers to the playback management table T1, the status table T2, and the condition determination table T3 to check whether the conditions are met. The display control unit 45 plays back events that meet the conditions, so events that cannot occur are not played back.

[0160] Furthermore, even if the conditions for occurrence are met, if the player has not yet viewed the event, the player can decide whether or not to use the release key. If the player chooses to use the release key, the unviewed event is released by the release key, and the display control unit 45 determines that the playback conditions have been met and can play the event.

[0161] [Modified example of one embodiment] In the above-described embodiment, when a recommended continuous playback mode or a selected continuous playback mode event is selected, the display control unit 45 determines whether the recommended playback conditions or selected playback conditions are met each time an event is identified, and performs display control to play the identified event. However, when a recommended continuous playback mode or a selected continuous playback mode event is selected, the display control unit 45 may identify all of the multiple events that can be played and determine at once whether the recommended playback conditions or selected playback conditions are met for all of the identified events.

[0162] Furthermore, although the embodiments described above apply the present invention to a character-raising simulation game, the present invention can be applied to any game other than character-raising simulation games.

[0163] In the above-described embodiment, the information processing terminal 2, which is the client side, primarily performs game processing in a server-client system. However, each functional unit of the game progress control unit 44 may be located in either the game server 1 or the information processing terminal 2. For this reason, the game progress control unit 32 of the game server 1, which is the server side, may control the progress of the game based on instructions input via the input unit 42 of the information processing terminal 2. It is also conceivable that a single event selected by the display control unit 45 of the information processing terminal 2 may have multiple patterns. For example, in the lottery event of condition event 400, if the result changes, such as first prize, second prize, third prize, and participation prize, the lottery processing may be performed by the game progress control unit 32 of the game server 1, and the lottery result may be transmitted and received by the display control unit 45 from the game server 1. Furthermore, the determination process of the event playback conditions by the display control unit 45 may be determined by the game progress control unit 32 of the game server 1 by referring to information in a user DB (not shown) held by the game server 1. In this case as well, the display control unit 45 receives the judgment result transmitted from the game progress control unit 32. The player can advance the game and replay and view any event through a web browser or application program displayed on the output unit 48 of the information processing terminal 2. Alternatively, the information processing terminal 2, which does not communicate with the game server 1, may contain a program capable of executing all the functions necessary for game processing.

[0164] It should be noted that the present invention is not limited to the embodiments described above, and various other applications and modifications can be taken as long as they do not deviate from the gist of the present invention as described in the claims. For example, the embodiments described above are detailed and specific explanations of the system configuration in order to clearly illustrate the present invention, and are not necessarily limited to having all the configurations described. Furthermore, it is possible to add, delete, or replace some of the configurations in these embodiments with other configurations. Furthermore, the control lines and information lines shown are those deemed necessary for explanatory purposes, and not all control lines and information lines are necessarily shown in the actual product. In reality, it is safe to assume that almost all components are interconnected. [Explanation of Symbols]

[0165] 1...Game server, 2...Information processing terminal, 10...Game system, 32...Game progress control unit, 42...Input unit, 43...Input reception unit, 44...Game progress control unit, 45...Display control unit, 46...Drawing unit, 47...Image output unit, 48...Output unit, 49...Storage unit, T1...Playback management table, T2...Status table, T3...Condition judgment table, W1...Event list display screen, W2...Playback mode selection screen, W3...Playback event selection screen

Claims

1. A procedure for controlling the game's progress based on instructions input via the input unit, The procedure for displaying the content selection screen where the player can select viewable content, A procedure for displaying a playback mode selection screen that allows the player to select a recommended continuous playback mode for playing multiple pieces of content that are recommended for viewing from the content displayed on the content selection screen, When an instruction to select the recommended continuous playback mode is input, the player plays a predetermined sequence of multiple pieces of content that are recommended for viewing and that the player can view. The content includes specific content associated with occurrence conditions and specific information, and the procedure involves determining the occurrence conditions associated with the specific content, and if it is determined that there is content that has not been played previously while playing multiple pieces of content in a predetermined order, a selection screen is displayed for the player to choose whether or not to use a medium to play the content that has not been played previously, and it is determined whether or not an instruction to use a medium to play the content has been given from the selection screen. A procedure to enable playback of the specific content when a predetermined value is stored in the specified information, and when an instruction to use a medium to play the content is given via the selection screen, the procedure to enable playback of the content, A program to be executed by a computer.

2. When an instruction to select the recommended continuous playback mode is input, the procedure includes playing multiple pieces of content in a predetermined order starting from the content selected from the content selection screen. The program according to claim 1.

3. The procedure includes displaying a playback mode selection screen that allows the player to select a continuous playback mode in which, while playing multiple pieces of content in succession, the player selects one piece of content from multiple pieces of content that are in the same predetermined order. The program according to claim 1.

4. The recommended continuous playback mode includes a procedure for playing one of the contents that is recommended for viewing by the player from among a plurality of contents that are in the same predetermined order. The program according to claim 1.

5. The aforementioned predetermined order is a recommended order that has been set in advance. The aforementioned content is associated with information recommended for viewing by the player, and information for playing the content sequentially in the recommended order. The procedure includes playing multiple pieces of content that are recommended for viewing by the player in the recommended order, based on information recommended for viewing by the player and information for playing them consecutively in the recommended order. The program according to claim 1.

6. A procedure for displaying a screen for selecting content in the same predetermined order, which allows the player to select one of the content items from a plurality of content items that are in the same predetermined order, while the content is being played in the selected continuous playback mode, The procedure includes playing one of the contents selected from the same predetermined sequence content selection screen. The program according to claim 3.

7. On the aforementioned screen for selecting content in the same predetermined order, multiple content items that are in the same predetermined order are displayed in order of playback priority. The program according to claim 6.

8. The procedure includes displaying recommended playback information attached to the content included in the content selection screen that is associated with information recommended for viewing by the player. The program according to claim 1.

9. Among the content included in the content selection screen, special content for which there are options includes a procedure to display recommended information attached to one of the options, indicating that playback is recommended. The program according to claim 3.

10. The steps include controlling the game's progress based on instructions input via the input unit, The steps include: displaying a content selection screen where the player can select viewable content; The steps include: displaying a playback mode selection screen that allows the player to select a recommended continuous playback mode that plays multiple pieces of content that are recommended for viewing from the content displayed on the content selection screen in succession; When an instruction to select the recommended continuous playback mode is input, the player plays a predetermined sequence of multiple pieces of content that are recommended for viewing and that the player can view. The content includes specific content associated with occurrence conditions and specific information, and the process involves determining the occurrence conditions associated with the specific content, and if it is determined that there is content that has not been played previously while playing multiple pieces of content in a predetermined order, a selection screen is displayed for the player to choose whether or not to use a medium to play the content that has not been played previously, and it is determined whether or not an instruction to use a medium to play the content has been given from the selection screen. The step includes: if a predetermined value is stored in the specified information, the condition for occurrence is met and the specified content is made playable, and if an instruction to use a medium for playing the content is given on the selection screen, the content is made playable. Screen display method.

11. An information processing system comprising a client and a server, The aforementioned server, It includes a game progress control unit that controls the game's progress based on instructions input via an input unit. The aforementioned client, Display unit and Input section, Based on the instructions input via the input unit, the display format of the game progress screen is controlled in accordance with the progress of the game. A content selection screen is displayed where the player can select the content they can view. A playback mode selection screen is displayed that allows the player to select a recommended continuous playback mode, which plays multiple pieces of content that are recommended for viewing by the player from among the contents displayed on the content selection screen. When an instruction to select the recommended continuous playback mode is input, the player plays a plurality of the contents that are recommended to be viewed and viewable by the player in a predetermined order, and the contents include specific contents associated with occurrence conditions and specific information, and the player determines the occurrence conditions associated with the specific contents, and if it is determined that there is content that has not been played in the past while playing the plurality of contents in a predetermined order, a selection screen is displayed for the player to select whether or not to use a medium to play the content that has been determined not to have been played in the past, it determines whether an instruction to use a medium to play the content has been given from the selection screen, and if a predetermined value is stored in the specific information, the occurrence conditions are considered to be met and the specific content is made playable, and if an instruction to use a medium to play the content has been given from the selection screen, the content is made playable. Information processing system.

12. Display unit and Input section, A game progress control unit controls the progress of the game based on instructions input via the input unit, A content selection screen is displayed where the player can select the content they can view. A playback mode selection screen is displayed that allows the player to select a recommended continuous playback mode, which plays multiple pieces of content that are recommended for viewing by the player from among the contents displayed on the content selection screen. When an instruction to select the recommended continuous playback mode is input, the player plays a plurality of the contents that are recommended to be viewed and viewable by the player in a predetermined order, and the contents include specific contents associated with occurrence conditions and specific information, and the player determines the occurrence conditions associated with the specific contents, and if it is determined that there is content that has not been played in the past while playing the plurality of contents in a predetermined order, a selection screen is displayed for the player to select whether or not to use a medium to play the content that has been determined not to have been played in the past, it determines whether an instruction to use a medium to play the content has been given from the selection screen, and if a predetermined value is stored in the specific information, the occurrence conditions are considered to be met and the specific content is made playable, and if an instruction to use a medium to play the content has been given from the selection screen, the content is made playable. Information processing device.