Programs and Information Processing Systems
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-24
- Publication Date
- 2026-08-13
Smart Images

Figure 0007904808000001 
Figure 0007904808000002 
Figure 0007904808000003
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, it has been known that a user can play a predetermined game using in-game values owned by the user (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in games, further improvement in interest has been demanded.
[0005] An object of the present invention is to improve the interest of games.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is functioned as game control means for starting a predetermined game by using a first in-game value owned by a user, and game in-game value control means for raising the class of the first in-game value owned by the user by using a second in-game value owned by the user, the predetermined game progresses according to an operation of the user after starting and can acquire a predetermined item, the degree of expectation regarding acquisition of the predetermined item in the predetermined game started varies according to the class of the first in-game value used A program will be provided. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a game screen. [Figure 4] This is a diagram showing an example of a mini-game gameplay screen. [Figure 5] This figure shows an example of a screen that displays a list of tickets owned by a user. [Figure 6] This diagram illustrates the relationship between ticket tiers and the expected value of obtaining items. [Figure 7] This flowchart shows an example of the process for upgrading a ticket's rank. [Figure 8] This flowchart shows an example of processing related to time-based events and the progress of mini-games. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described below with reference to the drawings.
[0010] <System Hardware Configuration> As shown in Figure 1, the information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via network 2. Network 2 may consist of, for example, the internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.
[0012] The server 20 (in other words, a computer or information processing device) may be a general-purpose computer such as a workstation or personal computer. The server 20 comprises a processor 21, memory 22, storage 23, a communication interface 24, and an input / output interface 25. These components of the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit), etc. The processor 21 reads programs from the storage 23 and loads them into memory 22. The processor 21 executes the loaded programs.
[0014] Memory 22 is the main memory. Memory 22 is composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 22 provides the processor 21 with a workspace by temporarily storing programs and various data read by the processor 21 from storage 23. Memory 22 also temporarily stores various data generated by the processor 21 while it is operating according to the program.
[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is constituted by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.
[0018] [[ID=?]] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse and a keyboard, and a display unit which is a device for displaying and outputting an image.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device or the like. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] (注:原文中标签下的内容为空,翻译时保留原样。另外,[[ID=?]]是因为原文中疑似错误,根据上下文推测补充的问号,实际应用中请根据正确原文进行调整。)The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that are registered in advance for each game. The method of registering accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication interface 24, and input / output interface 25. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.
[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include not only the game program executed on the server 20 but also the game program executed on the terminal device 10. Furthermore, the storage unit 220 may store both the game program executed on the server 20 and the game program executed on the terminal device 10.
[0034] Game information includes, for example, information for defining various virtual spaces. A virtual space is a space where various objects, such as character objects used by the user, are placed. Game information includes, for example, various setting information for objects common to accounts, such as the placement, size, color, and shape of background objects such as buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Game information also includes, for example, the setting values of various parameters for NPCs. In the following, the character object placed in the virtual space may simply be referred to as "character."
[0035] User information is information managed for each game account. User information includes, for example, information about the character the user uses, information about owned assets, and information indicating the progress of the game. Owned assets can be described as the value that the user owns in the virtual world. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and cryptocurrencies.
[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211, a server processing unit 212, and a data management unit 213.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs from each terminal device 10 and passes them to the server processing unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs to each terminal device 10 in accordance with the control of the server processing unit 212.
[0038] The server processing unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10. The server processing unit 212 also instructs the transmission / reception unit 211 to send game information or user information. Furthermore, the server processing unit 212 instructs the data management unit 213 to add, update, or delete records of game information or user information.
[0039] The data management unit 213 manages various data stored in the storage unit 220 according to instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information according to instructions from the server processing unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. The data management unit 213 also adds, updates, or deletes records of game information or user information according to instructions from the server processing unit 212.
[0040] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0042] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progress unit 113, and a display control unit 114.
[0043] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0044] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0045] The transmitting / receiving unit 112 transmits or receives various types of data. For example, the transmitting / receiving unit 112 transmits game information and user information to the server 20. The transmitting / receiving unit 112 receives various types of data and programs from the server 20.
[0046] The transmitting / receiving unit 112 transmits operation information related to input operations received by the operation reception unit 111 to the server 20. The transmitting / receiving unit 112 also receives operation information from the server 20 related to operations entered by other users on other terminal devices 10.
[0047] The game progress unit 113 executes various processes related to the progress of the game. A specific example is given below.
[0048] The game progress unit 113 defines the virtual space based on the information for defining the virtual space included in the game information. The game progress unit 113 places objects in the virtual space based on the object setting information included in the game information. The game progress unit 113 controls the objects placed in the virtual space. Specifically, the game progress unit 113 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0049] The game progress unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game progress unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game progress unit 113 generates an image that renders the field of view defined by the virtual camera and the objects placed within this field of view.
[0050] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game progress unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is centered in the field of view with a specific orientation. In doing so, the game progress unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include a character that operates based on user input (in other words, a character used by the user) and an NPC that operates based on a game program.
[0051] The game progress unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. Based on the interpreted instructions, the game progress unit 113 executes various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game progress unit 113 controls objects, virtual cameras, etc., to advance the game. The game progress unit 113 updates, adds, or deletes game information and user information according to the progress of the game.
[0052] The display control unit 114 causes the display unit 18 to display an image. A specific example will be given below.
[0053] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game progress unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can also superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0054] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each of the terminal device 10 and server 20 may also possess at least some of the functions of other devices. Furthermore, each of the terminal device 10 and server 20, etc., does not have to be implemented by a single device, but may be implemented by multiple devices connected via a network, for example. Also, the information processing system 1 may consist of only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0055] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 will be described as performing each of the processing described later by executing the game program stored in the information processing system 1. However, at least a part of each of the processing described later may be executed by a processor other than the processor 11. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.
[0056] In the following, the configuration according to this embodiment will be explained using the example of applying it to a miniscape game (in other words, a sandbox game). The miniscape game of this embodiment is a simulation game in which the player develops an island (in other words, a town) as the object of development. However, the object of development is not particularly limited and may be, for example, a specific object such as a character or building, or an organization (for example, a soccer team, a baseball team, or a company).
[0057] The game flow of this embodiment will now be explained. The game of this embodiment is set on an island in a virtual space. Users can grow crops on the island (in other words, the virtual space), harvest the grown crops, process the harvested crops, and sell the harvested crops and their processed products. It is also possible to acquire electronic currency and items by selling crops and their processed products. Furthermore, it is possible to use the electronic currency and items acquired by selling crops and their processed products to develop the island or build new facilities (for example, a processing plant) on the island. In short, the game of this embodiment is a game in which the island grows (in other words, develops) by going through cycles of growing crops, harvesting crops, processing crops, selling crops and processed products, developing the island, and creating facilities.
[0058] Furthermore, the basic game cycle, related operation methods, and various processes can be the same as those in conventional miniscape games.
[0059] Figure 3 shows an example of a game screen displayed on the display unit 18.
[0060] Crop cultivation may be carried out, for example, as follows: First, based on predetermined input operations by the user, crops are planted at a specific location in the virtual space. After a predetermined time has elapsed since planting, the crops mature and become ready for harvest. Then, based on predetermined input operations by the user, the mature crops are harvested, and the harvested crops are given to the user.
[0061] Specifically, for example, the game progress unit 113 accepts input operations from the user to plant the selected type of crop, such as selecting a specific location in the virtual space displayed on the display unit 18 (for example, a specific field 31 on an island) (for example, a touch operation on the specific field 31 displayed on the display unit 18), and selecting the type of crop to grow (for example, a touch operation on a specific crop in the list of crops displayed on the display unit 18 based on the touch operation on the specific field 31). In this embodiment of the game, the user's character cultivates crops in the virtual space, so the operation to plant a crop can also be said to be an operation to instruct the character to start cultivating the crop. When the operation to plant a crop is performed, a predetermined item such as the seeds of that crop is consumed.
[0062] Furthermore, the game progress unit 113 starts measuring the time required for crop growth based on the operation to plant crops (in other words, the operation to start crop growth). Specifically, each type of crop has a set time until it can be harvested. When an operation to plant a specific crop is performed, the game progress unit 113 starts measuring the time, and once the predetermined time until the specific crop can be harvested has elapsed, it accepts the user's operation to harvest that specific crop. Then, the game progress unit 113 grants the user the specific crop based on the operation to harvest that specific crop. Specifically, for example, when a crop becomes ready for harvest, the display control unit 114 displays an image 32 of the mature crop on the field 31 where the crop was planted, based on the instructions of the game progress unit 113 (in other words, it displays an indication on the display unit 18 that it is ready for harvest). Then, when a touch operation is performed on the image 32 of the mature crop, the game progress unit 113 grants the user the crop (in other words, the grown crop). Furthermore, when crops mature (in other words, when they become ready for harvest), they may be automatically granted to the user without any user intervention.
[0063] Furthermore, crop processing may be carried out, for example, as follows: First, facilities such as crop processing plants can be set up in the virtual space based on predetermined input operations by the user. Then, in the set up processing plant, crop processing is started based on predetermined input operations by the user. Crop processing is completed after a predetermined amount of time has elapsed since it started, and the processed product is completed. Finally, the completed processed product is given to the user based on predetermined input operations by the user.
[0064] Specifically, for example, the game progress unit 113 presents the user with available facilities based on the user's input operation to a predetermined button 33 displayed on the display unit 18 when the virtual space is displayed (for example, it instructs the display control unit 114 to display a list of available facilities on the display unit 18). The game progress unit 113 also accepts the user's input operation to select a processing plant to install from the presented facilities (for example, the operation to select a specific processing plant from the list of available facilities displayed on the display unit 18) as an operation related to the installation of a processing plant.
[0065] Furthermore, the game progress unit 113 starts measuring the time required for the construction of a processing plant based on the operation related to the installation of the processing plant. Specifically, each type of facility that can be installed on the island has a set time required for completion. When an operation related to the installation of a specific processing plant is performed, the game progress unit 113 starts measuring the time, and once the predetermined time required for the completion of that specific processing plant has elapsed, it makes that specific processing plant available for use by the user. After the predetermined time required for the completion of that specific processing plant has elapsed, the game progress unit 113 may notify the user that the specific processing plant is complete based on a predetermined input operation by the user (for example, touching the completed processing plant displayed on the display unit 18), and then make that specific processing plant available for use by the user.
[0066] Furthermore, the game progress unit 113 accepts input operations related to the creation of processed goods, such as selecting an available processing plant in the virtual space (for example, a touch operation on a specific processing plant 34 displayed on the display unit 18) and selecting a processed goods to be created in that processing plant (for example, a touch operation on a specific processed goods in the list of creatable processed goods displayed on the display unit 18 based on the touch operation on the specific processing plant 34). Note that creating processed goods requires materials such as harvested crops, and when an operation related to the creation of processed goods is performed, predetermined items as materials are consumed.
[0067] Furthermore, the game progress unit 113 starts measuring the time required to create a processed product based on the operation related to the creation of the processed product. Specifically, each type of processed product has a predetermined time required to be completed. When an operation related to the creation of a specific processed product is performed, the game progress unit 113 starts measuring the time. Once the predetermined time required for the completion of that specific processed product has elapsed, it accepts an operation from the user to receive that specific processed product. The game progress unit 113 then grants the specific processed product to the user based on the operation to receive that specific processed product. Specifically, for example, when a specific processed product becomes available for receipt, the display control unit 114 displays an image of the completed processed product on the processing area where the processed product was created, based on instructions from the game progress unit 113 (in other words, it displays an indication on the display unit 18 that the processed product is available for receipt). When a touch operation is performed on the image of the completed processed product, the game progress unit 113 grants the completed processed product to the user. Note that when a processed product is completed, it may be automatically granted to the user without any user operation.
[0068] Furthermore, the sale of crops and processed goods may be carried out, for example, as follows: First, a shop 36 for selling crops and processed goods may be set up in the virtual space. Also, characters may visit the shop 36 as customers. Customers may be, for example, non-player characters, but may also be characters controlled by other users. Then, the shop may sell the crops and processed goods that customers request and receive payment in return.
[0069] Specifically, for example, the game progress unit 113 instructs the display control unit 114 to display the items requested by the customer (e.g., crops or processed goods) on the display unit 18 based on the user's operation (e.g., touch operation) on the store 36 in the virtual space. The game progress unit 113 also removes the items to be sold from the user's possessions and grants the user compensation (e.g., electronic currency or items) based on the user's operation instructing the user to sell the items requested by the customer. For example, by pre-setting items to be put up for sale, the system may be configured so that when a customer requests those items, they are automatically sold and the user receives compensation.
[0070] In this embodiment of the game, the construction of facilities such as processing plants requires specific items such as materials and tools. In other words, these materials and tools are items used to develop (or improve) the island.
[0071] For example, there may be obstacles such as trees or rocks in the location where you want to place a facility such as a processing plant in the virtual space. In such cases, you can remove trees by using (in other words, consuming) the axe item, and remove rocks by using (in other words, consuming) the pickaxe item. Specifically, the game progress unit 113 accepts input operations from the user to specify the obstacle to be removed in the virtual space (for example, a touch operation on a specific tree 38 displayed on the display unit 18) and input operations to select the tool to use (for example, a touch operation on a display showing available tools displayed on the display unit 18 based on the touch operation on the specific tree 38), removes the selected tool from the user's possessions, and removes the specified obstacle.
[0072] Furthermore, as mentioned above, the installation of facilities such as processing plants is carried out based on operations related to facility installation, but facility installation requires materials, and when operations related to facility installation are performed, predetermined items as materials are consumed. For example, in order to install a specific processing plant, materials such as wood and paint are required, and when an operation related to the installation of the specific processing plant is performed, the game progress unit 113 removes the materials necessary for installation from the user's possessions and installs the specific processing plant in the virtual space.
[0073] Furthermore, in the game of this embodiment, predetermined items such as materials and tools used to set up facilities can be obtained by completing mini-games (in other words, missions).
[0074] The mini-game progresses according to the user's actions after it starts. Specifically, the mini-game is a game in which the user manipulates predetermined objects within the game. The game progression unit 113 advances the game according to the user's actions and grants predetermined items to the user according to the user's actions. The type of mini-game is not particularly limited, but for example, it may be a puzzle game in which the user manipulates predetermined objects such as blocks, pieces, tokens, or characters. The mini-game may also be an action game in which the user manipulates predetermined characters, or a game in which the user fights predetermined enemy characters. Furthermore, the mini-game may be a shooting game, a sports game, a quiz, a quest, etc.
[0075] Figure 4 shows an example of a mini-game play screen displayed on the display unit 18 of the terminal device 10.
[0076] The mini-game in this embodiment is a puzzle game and proceeds according to the following rules. (1) At the start of the game, blocks are placed in each square on the board which is divided into grids. In other words, at the start of the game, the game progress unit 113 instructs the display control unit 114 to display the board with multiple blocks arranged in a grid on the display unit 18. (2) There are multiple types of blocks (four types in the example shown in Figure 4). (3) The user selects blocks on the board one by one to advance the game. (4) All blocks of the same type that are connected to (adjacent to) the block selected by the user (either vertically or horizontally) disappear simultaneously. In other words, the game progress unit 113 removes all blocks of the same type that are connected to the block selected by the user. (5) Isolated blocks (blocks that are not adjacent to other blocks of the same type) cannot be removed. In other words, the game progress unit 113 will not remove a block if the block selected by the user is isolated. (6) The blocks that were on top of the removed blocks fall down. In other words, the game progress unit 113 moves the blocks that were on top of the removed blocks downwards. (7) When all the blocks in a vertical column are removed, the column to the right of that column is shifted to the left (the column from which all the blocks were removed disappears). In other words, when all the blocks in a vertical column are removed, the game progress unit 113 shifts the column to the right of that column to the left. (8) The game ends when there are no more blocks that can be removed, that is, when all the blocks on the board are gone or when only isolated blocks remain. In other words, the game progress unit 113 ends the game when it determines that there are no more blocks that can be removed.
[0077] For example, at the start of the game, multiple types of blocks are placed on the board, as shown in Figure 4. In this state, if the user touches any of the blocks in area A, which is enclosed by a dashed line, all the blocks in area A disappear. Then, based on the disappearance of the blocks in area A, the blocks in area B, which is enclosed by a dashed line, move downwards.
[0078] Furthermore, in the mini-game of this embodiment, among the various types of blocks, there are blocks that correspond to specific items (hereinafter referred to as "special blocks 40"). The user is then given items corresponding to the special blocks 40 according to the number of special blocks 40 that disappear simultaneously. For example, if two special blocks 40 disappear simultaneously, the game progress unit 113 gives the user one corresponding item; if three special blocks 40 disappear simultaneously, it gives the user four corresponding items; and if four special blocks 40 disappear simultaneously, it gives the user eight corresponding items. In other words, the more special blocks 40 that disappear simultaneously, the more corresponding items the user is given.
[0079] In this way, the game progression unit 113 awards predetermined items to the user in accordance with their play during the mini-game. Here, "in accordance with the user's play" is not limited to awarding predetermined items according to the number of blocks cleared simultaneously, as in this embodiment, but may also include awarding items according to the mini-game score, or according to the number and types of goals achieved by the user among the multiple achievement goals set in the mini-game.
[0080] In addition to the special block 40, the various types of blocks may also include blocks corresponding to predetermined objects. For example, special blocks 41 corresponding to electronic currency (in other words, in-game currency) may be included, and the game progress unit 113 may award the user electronic currency according to the number of special blocks 41 that disappear simultaneously.
[0081] Furthermore, mini-games can be accessed by using (in other words, consuming) specific in-game value. In this embodiment, tickets are required to access mini-games, and access to mini-games is possible by consuming tickets. Note that the specific in-game value used to access mini-games is not limited to tickets; it may also be other items, electronic currency, or predetermined points owned by the user.
[0082] Furthermore, in the game of this embodiment, there are multiple types of tickets that offer different obtainable items. Specifically, as shown in Figure 5, there are axe tickets 50 (50a, 50b, 50c, 50d) associated with the first item, an axe; pickaxe tickets 51 (51a, 51b) associated with the second item, a pickaxe; wood tickets 52 (52a, 52b, 52c) associated with the third item, wood; and paint tickets 53 (53a, 53b) associated with the fourth item, paint.
[0083] Furthermore, each of the different tickets corresponding to different items has a rank. Specifically, there are four ranks, from lowest to highest: Rank 1, Rank 2, Rank 3, and Rank 4. That is, each of the axe ticket, pickaxe ticket, wood ticket, and paint ticket has multiple ranks, such as Rank 1 axe ticket 50d, Rank 2 axe ticket 50c, Rank 3 axe ticket 50b, and Rank 4 axe ticket 50a. In this embodiment, tickets of higher rank are rarer.
[0084] Then, a mini-game is executed that corresponds to the ticket used. Specifically, for example, the game progression unit 113 starts a mini-game corresponding to the type of ticket selected, based on the user's input operation of selecting a ticket to use from among the tickets they own.
[0085] More specifically, the game progress unit 113 starts a mini-game using special blocks 40 corresponding to the items associated with the selected ticket. That is, for example, if an axe ticket 50 is selected, the special block 40 becomes the block corresponding to the axe, and if a pickaxe ticket 51 is selected, the special block 40 becomes the block corresponding to the pickaxe. In other words, the game progress unit 113 starts a mini-game in which the item associated with the selected ticket can be obtained.
[0086] Furthermore, the game progress unit 113 starts a mini-game of the rank corresponding to the rank of the selected ticket. In other words, the game progress unit 113 determines the rank of the mini-game to start according to the rank of the selected ticket. Specifically, if a ticket of rank 1 is used, a mini-game of rank 1 is started. If a ticket of rank 2 is used, a mini-game of rank 2 is started. If a ticket of rank 3 is used, a mini-game of rank 3 is started. If a ticket of rank 4 is used, a mini-game of rank 4 is started. Note that there does not have to be a one-to-one correspondence between the ticket rank and the mini-game rank. For example, the higher the ticket rank, the more likely a higher-rank mini-game is to be selected.
[0087] The number of squares in the mini-games varies depending on the rank. Specifically, the first-rank mini-game has 8 squares vertically and 12 squares horizontally, as shown in Figure 4. The second-rank mini-game has 9 squares vertically and 15 squares horizontally. The third-rank mini-game has 10 squares vertically and 20 squares horizontally. The fourth-rank mini-game has 10 squares vertically and 20 squares horizontally. The number of squares may be the same regardless of the ticket rank. In this embodiment, the types of blocks that appear are the same (in other words, 4 types) regardless of the mini-game rank, but different types of blocks may appear, or the number of types of blocks that appear may differ depending on the rank.
[0088] Furthermore, the expected value of acquiring items (specifically, items corresponding to tickets) in the mini-game differs depending on the rank. Specifically, the maximum number of items (specifically, items corresponding to tickets) that can be acquired differs depending on the rank. Also, the expected number of special blocks 40 that appear on the board differs depending on the rank. In other words, the probability of special blocks 40 (in other words, the probability of items corresponding to tickets appearing on the board) appearing differs depending on the rank. In other words, the expected value of the number of items that can be acquired (specifically, items corresponding to tickets) differs depending on the rank. Specifically, the higher the rank, the higher the probability of acquiring more items corresponding to tickets.
[0089] The expected value of acquiring items according to rank will be explained with reference to Figure 6. In this embodiment, the number of special blocks 40 that appear on the board is determined by lottery.
[0090] Specifically, when the game progress unit 113 starts a mini-game by using a first-class ticket, it performs a lottery to obtain one of the following results: lottery result 1, lottery result 2, lottery result 3, or lottery result 4. Here, the probability of obtaining lottery result 1 is 70%, the probability of obtaining lottery result 2 is 20%, the probability of obtaining lottery result 3 is 8%, and the probability of obtaining lottery result 4 is 2%. If lottery result 1 is obtained, the game progress unit 113 decides to place 5 to 7 special blocks 40 on the board. If lottery result 2 is obtained, the game progress unit 113 decides to place 8 to 10 special blocks 40 on the board. If lottery result 3 is obtained, the game progress unit 113 decides to place 11 to 15 special blocks 40 on the board. If lottery result 4 is obtained, the game progress unit 113 decides to place 16 to 19 special blocks 40 on the board. In other words, in the first-tier mini-game, a minimum of 5 and a maximum of 19 special blocks 40 will appear. The number of special blocks 40 to be placed on the board in each case of a given lottery result may be determined by the game progress unit 113 through a lottery from within the ranges shown here.
[0091] Furthermore, when the game progress unit 113 initiates a mini-game using a second-tier ticket, it performs a lottery to obtain one of the following results: lottery result 5, lottery result 6, lottery result 7, or lottery result 8. Here, the probability of obtaining lottery result 5 is 70%, the probability of obtaining lottery result 6 is 20%, the probability of obtaining lottery result 7 is 8%, and the probability of obtaining lottery result 8 is 2%. If lottery result 5 is obtained, the game progress unit 113 decides to place 15 to 20 special blocks 40 on the board. If lottery result 6 is obtained, the game progress unit 113 decides to place 21 to 25 special blocks 40 on the board. If lottery result 7 is obtained, the game progress unit 113 decides to place 26 to 30 special blocks 40 on the board. If lottery result 8 is obtained, the game progress unit 113 decides to place 31 to 35 special blocks 40 on the board. In other words, in the second-tier mini-game, a minimum of 15 and a maximum of 35 special blocks (40 in total) will appear.
[0092] Furthermore, when the game progress unit 113 starts a mini-game by using a third-tier ticket, it performs a lottery to obtain one of the following results: lottery result 9, lottery result 10, lottery result 11, or lottery result 12. Here, the probability of obtaining lottery result 9 is 30%, the probability of obtaining lottery result 10 is 30%, the probability of obtaining lottery result 11 is 30%, and the probability of obtaining lottery result 12 is 10%. If lottery result 9 is obtained, the game progress unit 113 decides to place 31 to 35 special blocks 40 on the board. If lottery result 10 is obtained, the game progress unit 113 decides to place 36 to 40 special blocks 40 on the board. If lottery result 11 is obtained, the game progress unit 113 decides to place 41 to 45 special blocks 40 on the board. If lottery result 12 is obtained, the game progress unit 113 decides to place 46 to 50 special blocks 40 on the board. In other words, in the third level mini-game, a minimum of 31 and a maximum of 50 special blocks (40) will appear.
[0093] Furthermore, when the game progress unit 113 initiates a mini-game using a fourth-tier ticket, it performs a lottery to obtain one of the following results: lottery result 13, lottery result 14, lottery result 15, or lottery result 16. Here, the probability of obtaining lottery result 13 is 30%, the probability of obtaining lottery result 14 is 30%, the probability of obtaining lottery result 15 is 30%, and the probability of obtaining lottery result 16 is 10%. If lottery result 13 is obtained, the game progress unit 113 determines the number of special blocks 40 to be placed on the board to be between 71 and 75. If lottery result 14 is obtained, the game progress unit 113 determines the number of special blocks 40 to be placed on the board to be between 76 and 80. If lottery result 15 is obtained, the game progress unit 113 determines the number of special blocks 40 to be placed on the board to be between 81 and 85. If the lottery result 16 is obtained, the game progress unit 113 determines the number of special blocks 40 to be placed on the board to be between 86 and 90. In other words, in the fourth rank mini-game, a minimum of 71 and a maximum of 90 special blocks 40 will appear.
[0094] Thus, the higher the rank of the mini-game (in other words, the rank of the ticket), the more likely it is that special blocks 40 will appear. In other words, the higher the rank of the mini-game (in other words, the rank of the ticket), the higher the expectation of acquiring items (specifically, items corresponding to tickets). Specifically, the higher the rank of the mini-game (in other words, the rank of the ticket), the higher the expected number of items acquired.
[0095] Furthermore, the difficulty of the mini-games may vary depending on the rank. For example, the higher the rank of the mini-game (in other words, the higher the ticket rank), the more difficult the mini-game may be. Alternatively, for example, the higher the rank of the mini-game (in other words, the lower the ticket rank), the easier the mini-game may be.
[0096] Furthermore, the time required to complete a mini-game may vary depending on its rank. For example, the higher the rank of the mini-game (in other words, the higher the ticket rank), the longer it may take to complete. Alternatively, for example, the higher the rank of the mini-game (in other words, the higher the ticket rank), the shorter it may take to complete.
[0097] Furthermore, the number of special blocks 40 that appear does not necessarily have to be determined by lottery; for example, it may be a fixed number corresponding to the rank of the mini-game (in other words, the rank of the ticket).
[0098] Furthermore, for example, each of the lottery results 1 to 16 does not necessarily have to be obtainable only with tickets of a specific class. For example, each of the lottery results 1 to 16 may be obtainable regardless of the ticket class. In this case, the lower the ticket class, the higher the probability of obtaining a lower numbered lottery result (e.g., lottery result 1), and the higher the ticket class, the higher the probability of obtaining a higher numbered lottery result (e.g., lottery result 16). Also, at least some of the lottery results may be obtainable only with tickets of a specific class (in other words, not obtainable with tickets of other classes). For example, lottery result 16 may only be obtainable with a ticket of the 4th class. Also, for example, lottery result 1 may only be obtainable with tickets of the 1st and 2nd classes, and not with tickets of the 3rd and 4th classes. Furthermore, in this case, if the lottery results are 1 to 4, the number of squares will be 8 vertically and 12 horizontally; if the lottery results are 5 to 8, the number of squares will be 9 vertically and 15 horizontally; and if the lottery results are 9 to 16, the number of squares may be 10 vertically and 20 horizontally.
[0099] Alternatively, the rank of a mini-game may be determined by the result of a lottery conducted using a ticket. That is, for example, a mini-game played when lottery result 1 is obtained may be considered a first-rank mini-game, a mini-game played when lottery result 2 is obtained may be considered a second-rank mini-game, and so on, with each lottery result being considered a rank of the mini-game.
[0100] Next, we will explain the screen displays related to mini-games.
[0101] The display control unit 114 displays a list of tickets owned by the user on the display unit 18 based on instructions from the game progress unit 113. For example, when the game screen illustrated in Figure 3 is displayed, the game progress unit 113 receives an input operation from the user to display a list of tickets owned (for example, a touch operation on a button (not shown) displayed in a predetermined area of the game screen), and displays the list of owned tickets on the display unit 18 based on the input operation.
[0102] Figure 5 shows an example of how the display looks when a user owns one Tier 4 axe ticket 50a, three Tier 3 axe tickets 50b, two Tier 2 axe tickets 50c, five Tier 1 axe tickets 50d, five Tier 3 pickaxe tickets 51a, eight Tier 1 pickaxe tickets 51b, two Tier 4 wood tickets 52a, three Tier 3 wood tickets 52b, two Tier 1 wood tickets 52c, three Tier 2 paint tickets 53a, and four Tier 1 paint tickets 53b. The number displayed below each ticket indicates the number of each ticket owned.
[0103] Each ticket features a corresponding item (for example, an axe, pickaxe, wood, or paint) and has an appearance that makes the corresponding item identifiable.
[0104] Furthermore, each ticket has a color indicating its rank, making it visually identifiable. In this embodiment, first-rank tickets (e.g., tickets 50d, 51b, 52c, 53b) are light blue. Second-rank tickets (e.g., tickets 50c, 53a) are silver. Third-rank tickets (e.g., tickets 50b, 51a, 52b) are gold. Fourth-rank tickets (e.g., tickets 50a, 52a) are rainbow-colored.
[0105] Each ticket has the same pattern and color regardless of the corresponding item, except for the portion depicting the item. In other words, each ticket has the same design in at least part (for example, the background) regardless of the corresponding item, and that part of the design is determined according to rank.
[0106] The list of owned tickets may display the tickets owned by the user in rank order. The list of owned tickets may also display the tickets owned by the user sorted by corresponding item. Furthermore, the sorting order of tickets in the list of owned tickets may be changeable. For example, on the screen displaying the list of owned tickets, a pull-down menu 56 may be displayed as a user interface that accepts operations related to sorting tickets, and the game progress unit 113 may sort the tickets based on the user's operation on the pull-down menu 56 (specifically, the operation of selecting one sorting method from multiple sorting methods displayed in the pull-down menu 56).
[0107] Furthermore, the game progress unit 113, based on the user's operation to select a ticket to use, uses (in other words, consumes) the selected ticket to start the mini-game corresponding to the selected ticket. For example, the game progress unit 113 accepts a touch operation on a specific ticket in the list of owned tickets and a touch operation on the mini-game start button 57 displayed on the display unit 18 based on that touch operation as an operation to select a ticket to use (in other words, an operation related to starting a mini-game), and starts the mini-game corresponding to the selected ticket. Figure 5 shows an example of the screen display when a touch operation is made on the second-rank axe ticket 50c in the list of owned tickets.
[0108] In the mini-game, the display control unit 114 displays the play screen shown in Figure 4 on the display unit 18 based on instructions from the game progress unit 113.
[0109] The background 43 on the mini-game play screen corresponds to the rank of the mini-game (in other words, the rank of the ticket). Specifically, for the first rank mini-game (in other words, the mini-game started by using a first rank ticket), the background 43 will be an image with a light blue base (for example, an image of a blue sky). For the second rank mini-game (in other words, the mini-game started by using a second rank ticket), the background 43 will be an image with a purple base (for example, an image of a night sky). For the third rank mini-game (in other words, the mini-game started by using a third rank ticket), the background 43 will be an image with a yellow base. For the fourth rank mini-game (in other words, the mini-game started by using a fourth rank ticket), the background 43 will be an image with rainbow colors. In other words, the color of the background 43 on the mini-game play screen corresponds to the color of the ticket used (in other words, the rank). Additionally, the background pattern of the mini-game's play screen corresponds to the rank of the ticket used.
[0110] Furthermore, the background 43 of the first-tier mini-game (in other words, the mini-game started by using a first-tier ticket) is the same as or similar to the background 59 (see Figure 5) of the screen displaying the list of owned tickets. In this embodiment, the background 59 of the screen displaying the list of owned tickets is primarily light blue, and its pattern is the same as the background 43 of the first-tier mini-game (for example, a blue sky background).
[0111] Furthermore, in the game of this embodiment, it is possible to increase the rank of a ticket by using (in other words, consuming) a specific in-game value. In this embodiment, it is possible to increase the rank of a ticket by using a special item (specifically, a stone with a specific effect (hereinafter referred to as "special stone")) as the specific in-game value. Note that the specific in-game value used to increase the rank of a ticket is not limited to special stones, but may also be other items, electronic currency, or predetermined points owned by the user.
[0112] For example, the game progress unit 113, based on an operation in which the user selects a ticket to increase the rank of from among the tickets they own, uses (in other words, consumes) the special stones owned by the user to increase the rank of the selected ticket. For example, the game progress unit 113 accepts a touch operation on a specific ticket in the list of owned tickets as an operation to select a ticket to increase the rank of, and when a touch operation is made on the rank increase button 58 displayed on the display unit 18 based on that touch operation, the rank of the selected ticket is increased. In the situation illustrated in Figure 5, a second-rank axe ticket 50c is selected from among the tickets owned by the user, and in this situation, when the rank increase button 58 is operated, the game progress unit 113 changes the second-rank axe ticket 50c to a third-rank axe ticket 50b. At this time, the game progress unit 113 consumes multiple (for example, "30") special stones owned by the user to increase the rank of the ticket by one. Note that the number of special stones (in other words, a specific in-game value) required to increase the rank of a ticket by one may be one. Furthermore, the number of special stones required to raise a ticket's rank by one level may vary depending on the ticket's rank (specifically, the rank before the upgrade and the rank after the upgrade), or it may be the same regardless of the rank. Also, the number of special stones required to raise a ticket's rank may vary depending on the type of item associated with the ticket, or it may be the same regardless of the item type. Furthermore, the type of in-game value required to raise a ticket's rank may vary depending on the ticket's rank (specifically, the rank before the upgrade and the rank after the upgrade) and the type of item associated with the ticket, or it may be the same regardless of the rank or item type. In addition, it may be possible to raise a ticket's rank by multiple levels at once (for example, in a single operation).
[0113] Furthermore, special stones, which are a specific in-game value used to increase the rank of tickets, may or may not have other uses. For example, special stones may be used to allow a user to go to places in the virtual space that they could not previously go to (in other words, to enable interference with places that they could not interfere with). For example, the game progression unit 113 may use special stones based on a predetermined input operation by the user to allow the user to enter an area in the virtual space that the user was previously prohibited from entering. Also, special stones may be used to purchase items used to advance the game, such as materials and tools (in other words, to exchange for such items).
[0114] Furthermore, special stones may be obtainable in the following ways, for example: For example, special stones may be sold in an in-game shop (specifically, a shop where users can purchase items) and can be purchased using electronic currency owned by the user. Alternatively, special stones may be given to the user as compensation for selling harvested crops or processed products thereof to an in-game character (for example, a non-player character).
[0115] Additionally, tickets, which are used as a specific in-game value to challenge mini-games, may or may not have other uses.
[0116] Furthermore, tickets may be obtainable in the following ways, for example: For example, tickets may be sold in a shop within the game (specifically, a shop where users can purchase items) and can be purchased using electronic currency owned by the user. Alternatively, tickets may be given to the user as payment for selling harvested crops or their processed products to an in-game character (e.g., a non-player character). Furthermore, tickets obtainable as payment for crops or their processed products may be limited to the first through third ranks, with fourth-rank tickets being unavailable. In other words, tickets of a certain rank or higher may not be obtainable as payment for crops or their processed products. Additionally, tickets that can be purchased using electronic currency may be limited to the first through fourth ranks. In other words, the rank of tickets obtainable as payment for crops or their processed products may be lower than the rank of tickets that can be purchased.
[0117] In the game of this embodiment, as described above, events that end after a predetermined amount of time have elapsed (hereinafter referred to as "time-elapsed events") are provided. Specifically, as time-elapsed events, there is a crop cultivation event that is started based on an operation related to the start of crop cultivation, and after a predetermined amount of time has elapsed, the crop is completed (in other words, it becomes ready for harvesting). Also as time-elapsed events, there is a processing plant creation event that is started based on an operation related to the establishment of a processing plant, and after a predetermined amount of time has elapsed, the processing plant is completed. Furthermore, as time-elapsed events, there is a processed product creation event that is started based on an operation related to the creation of processed products, and after a predetermined amount of time has elapsed, the processed products are completed. The game progress unit 113 controls the execution of these time-elapsed events. The game progress unit 113 also grants the user a reward (for example, a completed crop, a processing plant, or processed products) based on the elapsed time in a time-elapsed event.
[0118] Furthermore, time-based events can proceed in parallel with mini-games. That is, while time-based events end after a certain amount of time has passed, the event's time continues to progress even while the mini-game is running. In other words, the game progress unit 113 starts measuring time based on an operation related to the start of a specific event, but this time measurement continues even while the mini-game is running. In other words, the game progress unit 113 determines whether a predetermined amount of time has elapsed, including the period during which the mini-game was played in parallel with the time-based event. For example, suppose a time-based event is an event that ends after 3 minutes from the start, and the mini-game starts 1 minute after the start and ends after 1 minute and 30 seconds. In this case, the game progress unit 113 determines that 2 minutes and 30 seconds have passed since the start of the time-based event at the time the mini-game ends, and after another 30 seconds (i.e., a total of 3 minutes) have passed, it determines that the termination condition for the time-based event has been met and terminates the time-based event.
[0119] The time-lapse event may be, for example, a character development event or a quest. For example, the game progression unit 113 may, based on a predetermined input operation by the user, start a quest in which the user's character automatically (in other words, without user intervention) searches for treasure or defeats monsters, and notify the user of the quest's results (for example, whether the quest was successful or not, or the rewards obtained from the quest) based on the elapsed time. The time-lapse event may also end automatically after a predetermined time has elapsed, or it may end when a specific input operation by the user is accepted after a predetermined time has elapsed and that specific input operation is executed. The time-lapse event may also be started by a user input operation related to the start of the event, or it may be started by other triggers. The reward for the time-lapse event may not be an item such as crops, but may be a parameter increase for a predetermined object such as a character, or electronic currency or predetermined points. In this embodiment, the time-lapse event proceeds without user intervention, but the user may be able to perform a predetermined operation during its progress. For example, in a crop growing event, the user may be able to water the crops, and whether or not the crops grow well may change depending on whether or not the user waters them (in other words, the success or failure of a time-based event may change depending on the user's actions).
[0120] In this embodiment of the game, users can increase their rank through various actions within the game. Rank can be described as a parameter indicating the user's level of proficiency. Rank includes what is commonly known as a level in general games. Increasing rank increases the number of actions that can be performed within the game. For example, increasing rank increases the types of crops that can be grown, the types of facilities that can be installed, and the types of items that can be obtained. Rank can be increased by accumulating experience points, which are predetermined points that contribute to increasing rank. Experience points can be obtained by harvesting grown crops, processing harvested crops, selling harvested crops and their processed products, and creating processing plants. On the other hand, experience points cannot be obtained by playing mini-games. For example, the game progress unit 113 grants experience points to the user when granting crops based on operations related to harvesting completed crops, when granting processed products to the user based on operations related to receiving completed processed products, when granting the user payment for the sale of crops and processed products, or when informing the user that a processing plant has been completed. On the other hand, experience points are not awarded for playing minigames, regardless of the outcome of the minigame. In other words, in the game of this embodiment, items corresponding to tickets may be awarded by playing minigames, but no experience points are awarded in conjunction with the awarding of such items by playing minigames. On the other hand, minigames allow players to acquire items (specifically, materials and tools) necessary for taking actions that allow them to gain experience points within the game.
[0121] Next, we will explain an example of the process for upgrading a ticket's rank, referring to Figure 7.
[0122] The game progress unit 113 accepts an input operation from the user to select a ticket from among the tickets they own to advance their rank (step S101). Specifically, the game progress unit 113 accepts a touch operation for a specific ticket when a list of owned tickets is displayed on the display unit 18 (see Figure 5).
[0123] When a ticket to increase the rank is selected, the game progress unit 113 provides the user with information about the in-game value required to increase the rank of the selected ticket (step S102). Specifically, the game progress unit 113 instructs the display control unit 114 to display the type and number of in-game values required to increase the rank of the selected ticket on the display unit 18, and informs the user of the type and number of in-game values. In this embodiment, the user is informed of how many special stones are needed.
[0124] Next, the game progress unit 113 receives an input operation from the user instructing an increase in the rank of the selected ticket (step S103).
[0125] When an input operation is made to instruct the rank of the selected ticket to be increased, the game progress unit 113 consumes the in-game value necessary for the rank increase and increases the rank of the ticket (step S104). Specifically, the game progress unit 113 reduces the number of special stones owned by the user by the number necessary for the rank increase of the ticket, removes one ticket of the original rank from the tickets owned by the user, and grants the user one ticket of the new rank.
[0126] Next, we will explain an example of the processing related to time-based events and the progress of mini-games, referring to Figure 8.
[0127] The game progress unit 113 initiates a time-elapsed event based on an operation performed by the user to start the event (step S201). Specifically, the game progress unit 113 initiates a time-elapsed event based on an operation to start crop cultivation, an operation to set up a processing plant, or an operation to create processed goods, etc.
[0128] Furthermore, the game progress unit 113 starts measuring the time elapsed since the start of the time elapsed event when the event begins (step S202).
[0129] Next, the game progress unit 113 determines whether a predetermined amount of time has elapsed since the start of the time-elapsed event (step S203). In other words, the game progress unit 113 determines whether a predetermined amount of time, which is the termination condition for the time-elapsed event, has elapsed since the start of the time-elapsed event.
[0130] If a predetermined amount of time has elapsed since the start of the time-elapsed event (YES in step S203), the game progress unit 113 terminates the time-elapsed event (step S204). On the other hand, if the predetermined amount of time has not elapsed since the start of the time-elapsed event (NO in step S203), the game progress unit 113 does not terminate the time-elapsed event.
[0131] Furthermore, the game progress unit 113 accepts input operations related to the start of a mini-game, regardless of whether a time-elapsed event is in progress or not. In other words, the game progress unit 113 determines whether or not an input operation related to the start of a mini-game has been performed (step S205).
[0132] If an input operation related to starting a mini-game is performed (YES in step S205), the game progress unit 113 starts the mini-game (step S206). The game progress unit 113 then controls the progress of the mini-game, and when the mini-game termination conditions are met, it terminates the mini-game (step S207). Specifically, the game progress unit 113 determines that the mini-game termination conditions have been met and terminates the mini-game when there are no more blocks that can be removed in the mini-game. The game progress unit 113 may terminate the mini-game midway (in other words, retire) if a predetermined input operation (for example, a touch operation on the termination button 44 as illustrated in Figure 4) is performed during the progress of the mini-game.
[0133] Even after the mini-game ends, the processing in step S203 continues until the time-elapsed event ends. Here, the time of the time-elapsed event continues to progress during the period in which the mini-game was being played, and the game progress unit 113 determines whether a predetermined time has elapsed, including the period in which the mini-game was played in parallel with the time-elapsed event. Here, "determining whether a predetermined time has elapsed, including the period in which the mini-game was played" means that, as a result, the time-elapsed event ends when the predetermined time has elapsed, including the time in which the mini-game was played. That is, for example, in a configuration where a predetermined timer is used to determine whether a predetermined time has elapsed, the predetermined timer may be updated during the period in which the mini-game is being played, or the update of the predetermined timer may be stopped during that period (for example, if it is stopped, the time spent on the mini-game may be added after the mini-game ends). Also, for example, the processing in step S203 may be executed during the period in which the mini-game is being played, or it may not be executed during that period.
[0134] Furthermore, the configuration according to this embodiment is not limited to miniscape games, but may be applied to any game, including role-playing games, action games, sports games, and board games. Also, the configuration according to this embodiment may be applied to single-player games or multiplayer games.
[0135] Furthermore, the present invention is not limited to the embodiments described above, and can be implemented in various modified forms without departing from its essence. The present invention is also applicable to services other than games. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Also, the processing flow described herein is merely an example, and the order and configuration of each process may differ. In addition, some processes shown in the flowchart may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0136] <Note> The matters described in the above embodiments may also be described as follows:
[0137] (Note 1) Computers, A game control means (e.g., a game progress unit 113) that initiates a predetermined game by using a first in-game value owned by the user, The system functions as an in-game value control means (e.g., a game progression unit 113) that increases the rank of the first in-game value owned by the user by using the second in-game value owned by the user. The aforementioned predetermined game progresses according to the user's actions after it starts, and allows the user to acquire predetermined items. Depending on the class of the first in-game value used, the expected value of acquiring the predetermined item in the predetermined game to be started will differ. program. This configuration allows for strategic thinking, such as using a second in-game value to raise the rank of the first in-game value and considering whether or not to change the expectation of acquiring a given item, thereby improving the game's appeal.
[0138] (Note 2) The aforementioned first in-game value has a corresponding item assigned to it. The aforementioned predetermined item is an item corresponding to the first in-game value used, The higher the rank of the first in-game value used, the higher the expectation regarding the number of the predetermined items that can be obtained in the predetermined game that is started. The program described in Appendix 1. This configuration allows for strategic thinking, such as considering whether or not to increase the number of predetermined items obtainable in a given game by using a second in-game value, thereby improving the game's appeal.
[0139] (Note 3) Computers, further, It functions as an event control means (for example, a game progress unit 113) that controls the execution of an event that ends after a predetermined time has elapsed. The aforementioned event and the aforementioned predetermined game may proceed in parallel. The event control means determines whether the predetermined time has elapsed, including the period during which the predetermined game was played in parallel with the event. The program described in Appendix 1 or 2. This configuration allows users to play a designated game during the waiting time for events that end over time, ensuring that users are not left with nothing to do.
[0140] (Note 4) The aforementioned predetermined item is an item used to raise a target in a game in which the target is to be raised. The program described in Appendix 1 or 2. With this configuration, in a game where players raise a character, the acquisition of items through the execution of a specific game can be incorporated into the cycle of raising the character, thereby improving the game's appeal.
[0141] (Note 5) Computers, further, The first in-game value owned by the user is displayed on the display means (e.g., display unit 18) as a display control means (e.g., display control unit 114), The aforementioned first in-game value has a color that indicates its rank. The program described in Appendix 1 or 2. With this configuration, it becomes easy to determine the rank of the first in-game value from its appearance.
[0142] (Note 6) Computers, further, The first in-game value owned by the user is displayed on the display means (e.g., display unit 18) as a display control means (e.g., display control unit 114), The aforementioned first in-game value has a color that indicates its rank, and also has an appearance that allows it to be identified as the corresponding item. The program described in Appendix 2. With this configuration, it becomes easy to determine the type of item that can be obtained by using the first in-game value, and it also becomes easy to determine the expected value of obtaining that item.
[0143] (Note 7) A game control means (e.g., a game progress unit 113) that initiates a predetermined game by using a first in-game value owned by the user, The system includes an in-game value control means (e.g., a game progression unit 113) that increases the rank of the first in-game value owned by the user by using a second in-game value owned by the user, The aforementioned predetermined game progresses according to the user's actions after it starts, and allows the user to acquire predetermined items. Depending on the class of the first in-game value used, the expected value of acquiring the predetermined item in the predetermined game to be started will differ. Information processing system. With this configuration, the same effects and benefits as the program described in Appendix 1 can be achieved. [Explanation of Symbols]
[0144] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 50, 51, 52, 53 Ticket, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game progress unit, 114 Display control unit, 120 Memory unit, 210 Control unit, 211 Transmit / receive unit, 212 Server processing unit, 213 Data management unit, 220 Memory unit
Claims
1. A computer, A game control means that starts a predetermined game by consuming a first in-game value owned by the user, It functions as an in-game value control means that consumes a second in-game value owned by the user to raise the rank of the first in-game value owned by the user, The aforementioned predetermined game is started by consuming the first in-game value, and progresses according to the user's actions, and allows the user to acquire predetermined items. There are multiple types of the aforementioned first in-game value, Each of the multiple types of the aforementioned first in-game value is associated with a different item. The aforementioned predetermined item is an item associated with the first in-game value that is consumed, The higher the rank of the first in-game value being consumed, the higher the expected number of the predetermined items that can be obtained in the predetermined game that is started. program.
2. Computers, further, It functions as an event control means that controls the execution of an event that terminates after a predetermined time has elapsed. The aforementioned event and the aforementioned predetermined game may proceed in parallel. The event control means determines whether the predetermined time has elapsed, including the period during which the predetermined game was played in parallel with the event. The program according to claim 1.
3. The aforementioned predetermined item is an item used to raise a target in a game in which the target is to be raised. The program according to claim 1.
4. Computers, further, The first in-game value owned by the user is to be displayed on the display means as a display control means, The aforementioned first in-game value has a color that indicates its rank. The program according to claim 1.
5. Computers, further, The first in-game value owned by the user is to be displayed on the display means as a display control means, The aforementioned first in-game value has a color indicating its rank and an appearance that allows for the identification of the corresponding item. The program according to claim 1.
6. A game control means that starts a predetermined game by consuming a first in-game value owned by the user, The system includes an in-game value control means that consumes a second in-game value owned by the user to raise the rank of the first in-game value owned by the user, The aforementioned predetermined game is started by consuming the first in-game value, and progresses according to the user's actions, and allows the user to acquire predetermined items. There are multiple types of the aforementioned first in-game value, Each of the multiple types of the aforementioned first in-game value is associated with a different item. The aforementioned predetermined item is an item associated with the first in-game value that is consumed, The higher the rank of the first in-game value being consumed, the higher the expected number of the predetermined items that can be obtained in the predetermined game that is started. Information processing system.
Citation Information
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