Programs, systems, information processing devices, servers, and methods

JP7920406B1Active Publication Date: 2026-09-14KOEI TECMO GAMES CO LTD +1
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Patent Information

Application Number
JP2025151165
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-09-11
Publication Date
2026-09-14
Estimated Expiration
2045-09-11

AI Technical Summary

Benefits of technology

【0007】 本発明に係るプログラム、システム、情報処理装置、サーバ、及び方法によれば、新たな興趣性を提供することができるプログラム、システム、情報処理装置、サーバ、及び方法を提供できる。

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Abstract

To provide a program, system, information processing device, server, and method that can offer new entertainment value. [Solution] The program causes the processor to store habitat information and character information in a predetermined memory, associated with the placement conditions of objects that can be placed in a unit space. When a player character places a first object in a first unit space according to a placement instruction from the user, if a plurality of objects, including the first object placed in a first region comprising the first unit space, satisfy the first placement conditions corresponding to the first habitat information, the program causes the processor to perform the following steps: associate the first region with the first habitat information; determine the first character; make the first character appear in the first region; and register the first habitat information in association with the user.
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Description

Technical Field

[0001] The present invention relates to a program, a system, an information processing apparatus, a server, and a method. In particular, the present invention relates to a program, a system, an information processing apparatus, a server, and a method that allow a predetermined object to be placed in a virtual space. Background Art

[0002] Conventionally, there is known a program that causes a computer that provides a virtual space to function as: an acquisition unit that acquires item information related to a plurality of items used by an object operated by a user in the virtual space; a forming unit that forms one or more virtual structures based on the plurality of items; a selection unit that selects an item of a common variation associated with the plurality of items based on a user input; and a replacement unit that replaces at least a part of the plurality of items with an item of the common variation when the plurality of items forming the one or more virtual structures satisfy a predetermined condition (see, for example, Patent Document 1). According to the program described in Patent Document 1, it is possible to improve convenience related to a user's operation on a virtual structure in a virtual space. Prior Art Literature Patent Literature

[0003] Patent Document 1 Japanese Unexamined Patent Application Publication No. 2023-136017 Summary of the Invention Problem to be Solved by the Invention

[0004] In the program described in Patent Document 1, users can place structures they desire within the virtual space by placing predetermined objects within the virtual space. Therefore, in conventional programs, users can freely place various structures they desire within the virtual space. However, in conventional programs, including the program described in Patent Document 1, while users can construct worlds they desire within the virtual space, the focus is primarily on constructing various structures within the virtual space. Therefore, there is room to provide new entertainment value beyond constructing predetermined worlds within the virtual space by placing structures, thereby allowing users to enjoy the game.

[0005] Therefore, the object of the present invention is to provide a program, system, information processing device, server, and method that can offer new entertainment value. [Means for solving the problem]

[0006] To achieve the above objective, the present invention provides a program for causing a computer to run a predetermined game, comprising a processor and memory, wherein habitat information and character information are stored in predetermined memory in association with placement conditions for objects that can be placed in a unit space in a virtual three-dimensional space composed of a plurality of unit spaces, and in response to a player character placing a first object in a first unit space according to a placement instruction from the user, if a plurality of objects, including the first object placed in a first region composed of the first unit space, satisfy the first placement conditions corresponding to the first habitat information, the program provides a program for causing the processor to execute the following steps: associate the first region with the first habitat information; determine a first character based on the first character information corresponding to the first habitat information; associate the first region with the first character as a habitat and make the first character appear in the first region; and if the first habitat information is not registered in association with the user, register the first habitat information in association with the user. [Effects of the Invention]

[0007] The program, system, information processing device, server, and method according to the present invention can provide a program, system, information processing device, server, and method that can offer new levels of interest. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram illustrating the processing in the system according to this embodiment. [Figure 2] This is a functional configuration block diagram of the system according to this embodiment. [Figure 3] This is a data configuration diagram of each storage section of the storage unit according to this embodiment. [Figure 4] This is a flowchart of the processing in the system according to this embodiment. [Modes for carrying out the invention]

[0009] [Embodiment] <Overview of System 1> Figure 1 shows an overview of the processing in the system according to this embodiment. Specifically, Figure 1(a) shows an example of how objects are placed in the virtual space in system 1 according to this embodiment, and Figure 1(b) shows an example of an overview of the area created by the placement of objects in system 1.

[0010] System 1 according to this embodiment is a system that allows a user-operated character (player character), etc., to place various objects within a virtual three-dimensional space (hereinafter simply referred to as "virtual space"). In System 1, various objects such as structures and terrain objects (objects having a rectangular shape, for example, cubic objects), and objects that can be placed on structures and terrain objects (objects having various shapes, for example, natural objects such as plants and trees, artificial objects such as furniture such as benches, and / or various other objects) can be placed in the virtual space. Furthermore, in System 1, the virtual space is composed of multiple locations, that is, multiple placement locations (multiple unit spaces) where objects can be placed. Although Figure 1(a) shows an example of virtual space 500 in which only the top surface of a structure or terrain object is exposed, three-dimensional shapes composed of such objects can be placed in virtual space 500.

[0011] In System 1, if the arrangement of objects placed in the virtual space 500 meets predetermined conditions, the area containing those objects is recognized as a habitat for a predetermined character, and then the character that inhabits that habitat appears. Note that one character may appear and inhabit the habitat, or multiple characters may appear and inhabit it. In other words, in System 1, if one or more objects are placed in one or more unit spaces of the virtual space, and the arrangement of one or more objects meets predetermined arrangement conditions, then the predetermined area containing the one or more unit spaces in which the one or more objects are placed becomes a habitat for a predetermined character corresponding to those predetermined arrangement conditions. After the predetermined area is formed, System 1 makes the predetermined character corresponding to that habitat appear in that habitat (i.e., within the predetermined area). Here, System 1 has a user-specific encyclopedia (habitat map encyclopedia) that registers information on habitats discovered by the user in the virtual space, and / or a user-specific encyclopedia (character encyclopedia) that registers information on characters discovered by the user in the virtual space. If a user discovers a habitat that is not registered in the habitat map encyclopedia, the information on that habitat is registered in the habitat map encyclopedia, and if a user discovers a character that is not registered in the character encyclopedia, the information on that character is registered in the character encyclopedia.

[0012] For example, let's describe an example where the virtual space 500 is divided into multiple locations. Figure 1(a) shows an example of a part of the virtual space 500. That is, the virtual space 500 has multiple cubic locations (unit space 400, unit space 410, and unit space 412, etc. In Figure 1(a), unit space 410 and unit space 412 are shown with dotted lines as an example, and the other unit spaces are not shown), and each location is adjacent to the others. Furthermore, for example, one structure or terrain object may be placed in one location (hereinafter, this "location" will be referred to as the "placement location" where the object is placed). In other words, the virtual space 500 is composed of multiple square-shaped placement locations arranged in a plan view. Figure 1(a) shows a perspective view of some of the placement locations in the virtual space 500 (in the example in Figure 1(a), a total of 36 placement locations in a 6x6 grid are shown, which are part of the virtual space 500 where placement locations are arranged in a grid pattern. However, the illustration of the unit space in the height and depth directions is omitted except for unit space 410 and unit space 412). Note that in Figures 1(a) and (b), each of the multiple placement locations is enclosed by a solid line, but this solid line is added for the sake of explanation, and the output of the information terminal or other device provided by System 1 does not output this solid line, or auxiliary visuals such as solid or dotted lines may be output only while the user is performing the placement operation for placement locations specified by the user to assist the user in placing objects (the same applies hereafter). System 1 can place objects in each of the multiple placement locations based on the user's instructions. For example, if no objects are placed in any of the multiple placement locations, System 1 will place the object selected by the user in one of the placement locations specified by the user, in response to the user's instructions.

[0013] System 1 then places one or more objects (hereinafter sometimes simply referred to as "objects" or "structure objects") that can be placed on structures or terrain objects in the virtual space 500 based on the user's placement instructions, and determines whether the placement of the one or more objects meets predetermined placement conditions. In the following explanation, unless otherwise specified, the phrase "place an object" refers to placing an object in a location where a base object is already placed, that is, placing an object on a base object, or changing a base object or object into another base object or another object by having the player character perform a predetermined action on the base object or object based on the user's predetermined instructions (that is, by applying a predetermined external action to the base object or object).

[0014] In the following description, unless otherwise specified, the term "object" may refer to a base object or an object that is not a base object (such as a structural object). In other words, in this embodiment, an object includes both base objects and structural objects.

[0015] In System 1, the arrangement of one or more objects (arrangement conditions) is associated with information about a predetermined habitat (habitat information), and the habitat information is associated with information about one or more characters that may appear in the predetermined habitat (character information). If the arrangement of one or more objects matches the predetermined arrangement conditions, System 1 generates a predetermined region that includes one or more unit spaces in which the one or more objects are arranged, and associates this region with the habitat information. System 1 then determines one character from the one or more characters corresponding to the habitat information, associates the determined character with the region, and makes the character appear in the region. If information about the habitat is not registered in the user's habitat map, System 1 registers the information about the habitat in the habitat map, associating it with the user. Similarly, if information about a particular character is not registered in the user's character map, System 1 registers the information about that character in the character map, associating it with the user.

[0016] For example, suppose a configuration condition (first configuration condition) is set such that a first habitat is generated when three second objects (objects of a different type from the first object, but of a predetermined type) are adjacent to one first object. Note that the first configuration condition may also be a configuration condition such that a first habitat is generated when the second objects are located within a predetermined range from the first object. Furthermore, suppose that one or more characters are associated with the first habitat, and that when predetermined appearance conditions are met, at least one character, determined by lottery from one or more characters, will appear in the first habitat. Note that in this embodiment, "adjacent" means not only adjacent in a plan view to a single unit space (adjacent via a face of a single unit space; that is, adjacent via an edge in a plan view), but also adjacent via a vertex of a single unit space (adjacent via an edge of a single unit space; that is, adjacent by touching vertices in a plan view).

[0017] Specifically, as shown in Figure 1(a), let's assume that object 300 (first object), object 302 (second object), and object 304 (an object of the same type as object 302; i.e., the second object) are placed in virtual space 500. In the example in Figure 1(a), object 300 is placed in unit space 402, object 302 is placed in unit space 404 which is adjacent to unit space 402 (adjacent to unit space 402 via one edge in a plan view), and object 304 is placed in unit space 406 which is adjacent to unit space 402 (adjacent to unit space 402 via another edge adjacent to one edge in a plan view).

[0018] Here, let's assume that object 306 (a second object of the same kind as object 302) is placed in unit space 408, which is adjacent to unit space 404 and unit space 406, respectively (unit space 408 is adjacent to unit space 402 via a vertex where one side of unit space 402 intersects with another side in a plan view). As a result, the first placement condition is satisfied, and system 1 generates a predetermined region 200, which is composed of each unit space (unit space 402, unit space 404, unit space 406, and unit space 408) where objects 300, 302, 304, and 306 are placed, as shown in Figure 1(b) (the region enclosed by the dashed line in Figure 1(b)). Then, system 1 associates region 200 with the first habitat and randomly selects one character from the one or more characters associated with the first habitat. System 1, as an example, makes the character appear within area 200 at a predetermined time after area 200 has been established.

[0019] If information regarding a first habitat is not registered in the user's habitat compendium, System 1 registers information regarding the first habitat in the habitat compendium in response to region 200 being configured. Furthermore, if information regarding one character is not registered in the user's character compendium, System 1 registers information regarding the one character in the character compendium. Note that if information regarding the first habitat is already registered in the habitat compendium, System 1 does not execute the process of registering information regarding the first habitat in the habitat compendium, and if information regarding the one character is already registered in the character compendium, System 1 does not execute the process of registering information regarding the one character in the character compendium.

[0020] Furthermore, System 1 allows a character in a virtual space that has a specific skill / technique to cause the player character to learn said specific skill / technique (skills / techniques such as sprinkling water, cutting plants / trees, breaking rocks, etc.). By having the player character learn a specific skill / technique in this manner, it is possible to expand the exploration range of the player character within the virtual space (i.e., the movable range), and increase the types of objects that can be placed in a unit space, thereby enabling new habitats to be constructed easily.

[0021] As described above, System 1 not only constructs a structure in virtual space according to user instructions, but also can form a habitat for one or more characters based on a combination of objects to be placed in the virtual space, and cause a character determined from the one or more characters to appear in said habitat. Then, System 1 can register newly constructed habitats and newly discovered characters that the user has found in their respective compendiums. Accordingly, System 1 not only constructs a predetermined world desired by the user by placing structures in virtual space, but also provides new entertainment value such as encouraging the user to consider combinations of various objects in order to construct habitats where various characters can live, and to spend time confirming whether a character targeted by the user actually appears after constructing a predetermined habitat from a predetermined combination of objects.

[0022] Note that the system 1 may be configured, for example, solely by a user's information terminal, or may be configured to include a user's information terminal and a server that executes various processes in the system 1. In this case, the information terminal and the server are connected to enable two-way communication via a communication network. The communication network is a communication network such as a mobile phone network and / or the Internet. The communication network may also include communication networks such as a wired LAN and a wireless LAN. Furthermore, the system 1 may be a server-client type system. In the following description, as an example, an example in which the system 1 mainly includes a user's information terminal (that is, an example in which the system 1 is implemented in a user's information terminal) will be described.

[0023] Further, the information terminal is a device operable by a user. The information terminal may be, for example, a mobile terminal such as a mobile phone compatible with a mobile communication system, a smartphone, or a tablet. In addition, the information terminal may be, for example, a stationary Personal Computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console (stationary game console), a dedicated game machine, or the like. Then, details of the system 1 according to the present embodiment will be described below. It is additionally noted that the names, numerical values, and the like in the above description and the following description are merely examples, the present invention is not limited to these proper names and numerical values, and these proper names and numerical values are not necessarily related to actual proper names and numerical values.

[0024] <Details of System 1> Figure 2 shows an example of an outline of the functional configuration of the system according to the present embodiment. Further, Figure 3 shows an example of an outline of the data configuration of each storage unit included in the storage unit according to the present embodiment.

[0025] [Outline of Configuration of System 1] System 1 is a system for running a game in which one or more placement locations (unit spaces) where various objects (structures, terrain objects, and objects that can be placed on such objects) can be placed are set adjacent to each other in a virtual space. For example, System 1 receives predetermined instructions from the user at an information terminal and advances the game. System 1 includes an output unit 100 that outputs various information, an output control unit 102 that controls the output of information to the output unit 100, an input unit 104 that receives input from the user, an input control unit 106 that controls the acquisition of input to the input unit 104, a control unit 120 that controls various processes in System 1, and a storage unit 130 that serves as a storage unit (or memory) for storing various information. The storage unit 130 also includes a placement condition storage unit 131 that stores placement conditions, a habitat information storage unit 132 that stores habitat information, a character information storage unit 133 that stores character information, an object information storage unit 134 that stores object information, a user information storage unit 135 that stores user information, and a region information storage unit 136 that stores region information. Furthermore, the control unit 120 and the like can be configured with predetermined electronic circuits, and each storage unit can be configured with semiconductor memory, hard disk, etc., and predetermined information can be read and written by electronic means.

[0026] In System 1, for example, a game is executed on an information terminal used by the user, using a character operated by the user (player character) and various objects. In this case, the information terminal is configured to have at least an output unit 100 and an input unit 104. The control unit 120 may also incorporate some or all of the functions of other components of System 1.

[0027] System 1 may not only have the above-mentioned multiple components and / or multiple functions physically in the same device or location, but some of the above-mentioned multiple components and / or multiple functions may be installed in physically separate locations (which may be within Japan or outside Japan). In this case, each component may be connected by a communication network such as the Internet. For example, System 1 may have some of the functions of its components handled by an external server. System 1 may also be configured as one or more servers. In this case, System 1 is configured by combining an information terminal, and the components of one server and the components of other servers. Furthermore, in this embodiment, a set of predetermined components can be understood as a single "information processing device," and System 1 may be formed as a set of multiple information processing devices. The way in which the multiple functions required to realize System 1 according to this embodiment are distributed to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for System 1. Furthermore, an information terminal may have some or all of the configuration and functions of a server, and a server may have some of the configuration and functions of an information terminal. Furthermore, the various types of information stored in the storage unit 130 may be updated based on instructions and information from the user and / or the operator of System 1 received via the input unit 104 of the information terminal, or may be updated as needed by obtaining predetermined information from a predetermined server located outside System 1. The information terminal can also be connected to a server, another server (a server different from the server), and / or other information terminals via a communication network using wired and / or wireless communication, enabling bidirectional communication and the transmission and reception of predetermined data. The same applies to the server.

[0028] [Details of System 1 configuration] In the following explanation, we will primarily use the example of a user playing a game in a virtual space provided by System 1 using an information processing device (e.g., a home game console, a portable game console, a smartphone, etc.).

[0029] (About virtual space) The virtual space is a virtual three-dimensional space composed of one or more unit spaces. A unit space (i.e., a placement location) is a placement location where blocks and / or objects of a predetermined shape can be placed. These objects include base objects (objects for terrain and environment construction, such as blocks and cubes) and structural objects (objects that can be placed on base objects). Multiple unit spaces are arranged within the virtual three-dimensional space. For example, the virtual space may have multiple placement locations of predetermined shapes aligned along three mutually orthogonal axes (for example, the x-axis, y-axis, and z-axis). The virtual space may have a predetermined origin, and the position of each of the multiple placement locations in their coordinate space may be defined based on this origin. For example, the virtual space may be defined in a global coordinate system. Also, for example, structural and terrain objects (hereinafter sometimes referred to as "base objects") are constructed to have the same shape and size as the placement location. When System 1 places a base object selected by the user in a placement location specified by the user, it places the placement location and the base object on top of each other. The specified shape may be, for example, a rectangular prism or a cube.

[0030] (Regarding the base object) A base object is, for example, an object in a virtual space that has a three-dimensional shape that can be placed in a location in the virtual space. In other words, a base object is an object that can be placed in a location in the virtual space and is capable of constituting the environment such as terrain and structures in the virtual space. Furthermore, a base object may be an object that can be touched by characters (including player characters) in the virtual space and / or an object that can exert a predetermined effect. The surface of the base object may display a texture corresponding to the attributes of the base object. The shape of the base object may be, for example, a rectangular prism or a cube, and it may have the same shape and size as the shape and size of a particular location.

[0031] Furthermore, the shape of the base object may be, for example, a triangular prism shape. In this case, two triangular prism-shaped base objects may be combined to form a set of base objects having the same shape and size as a single placement location (that is, each of the two triangular prism-shaped base objects is half the size of a rectangular prism-shaped or cubic base object). Moreover, the size of the base object may be 1 / n the size of a base object having the same size as a single placement location (where n is an integer of 2 or more). Also, the shape of the base object may be a shape obtained by dividing or cutting the shape of a single placement location at a predetermined position. Furthermore, by giving a predetermined instruction (for example, an instruction to perform a predetermined action) to a single base object, that single base object can be transformed into another base object or a structural object as described later.

[0032] (Regarding structural objects) Various structural objects can be placed / positioned on the base object (hereinafter, structural objects may be referred to as "objects"). Structural objects in System 1 are objects that mimic natural and artificial objects, and have a size and shape that allows them to be placed on a single base object or across multiple adjacent base objects. Examples of structural objects include natural objects such as withered grass, leaves, flowers, nuts, trees, rocks, and water (rivers, seas), and artificial objects such as benches, tables, camping sets, punching bags, tableware, and stuffed animals. Furthermore, by giving a predetermined instruction (for example, an instruction to perform a predetermined action) to an object, that object can be transformed into other objects or the base object.

[0033] (About the game) The game can be of various types, such as a sandbox game or an open-world game. In System 1, a user can run the game alone in the virtual space (in this case, the user's information terminal can communicate with the server), or multiple users can run the game simultaneously in the same virtual space (in this case, each user's information terminal communicates with the server). Unless otherwise specified, the following explanation will describe the example of a user running the game alone.

[0034] In other words, the game allows the user to perform various actions in a virtual space, such as moving and performing predetermined actions with a player character, placing predetermined base objects in the virtual space, placing one or more objects on the base object to construct a habitat for a predetermined character, and / or having the player character communicate with characters that appear in the virtual space. In this game, the user can freely make the player character perform various actions in the virtual space according to their interests. When the user controls the player character and the player character moves within the virtual space, the terrain such as mountains, rivers, and seas, vegetation, shadows of objects, buildings, and / or field characters (NPCs that appear in the virtual space) around the player character are displayed on the output unit 100 in accordance with the movement. System 1 allows the player character to move seamlessly within a vast world of virtual three-dimensional space without switching maps or anything like that.

[0035] (Control unit 120) The control unit 120 controls various processes in System 1. The control unit 120 controls processes that control the user's gameplay and advance the game based on predetermined user operations, and controls various processes related to the game. For example, the control unit 120 can also execute various game processes in response to user operation input received via the input unit 104 (for example, player character movement processing, selection of a predetermined position / area in the virtual space within the game, selection of one or more base objects or structural objects from multiple types of base objects or structural objects, placement of selected predetermined base objects or structural objects at the selected position / area, if the game is a role-playing game, player character movements executed according to user instructions, various processes based on user instructions to select a predetermined scenario, and / or if the game is a competitive game, battle processing between the player character controlled by the user and player characters or non-player characters (NPCs) controlled by other users).

[0036] Furthermore, the various processes controlled by the control unit 120 may include, but are not limited to, the following processes.

[0037] • User login / logout processing to System 1 via information processing equipment, etc. • Construction and output processing of the game's virtual space related to System 1. • Processing of movement, actions, etc., of the player character selected / specified by the user. • Processing to present the placement location at a location selected by the user in the virtual space (for example, processing to output the area of ​​the placement location, including the point selected by the user, to the output unit 100 in a way that is perceptible to the user). • Processing of the occurrence, progress, and completion of predetermined events within the game. • Controlling the appearance, actions, and movements of NPCs that appear in the game or are placed in a virtual space, as well as the conversations they have with the player character. • Processing the granting of designated in-game items or in-game virtual currency to users. • Processing related to the use of specified items and in-game virtual currency based on user instructions. • Other various processes executed in System 1.

[0038] (Output unit 100, output control unit 102) The output unit 100 is controlled by an output control unit 102 controlled by the control unit 120, and outputs various information related to the execution of the game (e.g., text information, image information of still images and videos, audio information, etc.). The output unit 100 outputs various processing results and information stored in the storage unit 130 in a way that is perceptible to the user. Specifically, the output control unit 102 causes the output unit 100 to output various processing results from each component and information stored in the storage unit 130 as data in a predetermined format, still images, moving images, audio, text, and / or vibrations. The output unit 100 may also output information received from an external server. The output unit 100 may be configured to include a display unit that displays various information, an audio output unit such as a speaker that outputs sound, and / or a vibration unit that generates vibrations according to predetermined information. The display unit may be, for example, a liquid crystal display or an organic EL display.

[0039] Furthermore, the output control unit 102 controls the output of predetermined information to the output unit 100 in response to instructions from each component of the system 1. For example, the output control unit 102 causes the output unit 100 to output images of base objects and / or structural objects placed in the virtual space 500 based on user instructions, images of characters that appear in habitats, information such as game effects determined by the control unit 120, and / or various game information such as predetermined events.

[0040] In this embodiment, unless otherwise specified, when a predetermined information such as an image is "output to the output unit 100" or "output by the output unit 100", the explanation that predetermined information is output to the output unit 100, and the explanation that predetermined information is "output", the control unit 120 controls the output control unit 102 to output the predetermined information to the output unit 100.

[0041] (Input unit 104, input control unit 106) The input unit 104 receives input such as predetermined instructions or operations from the user. This input may be voice input. The input unit 104 supplies the instructions to predetermined components of system 1. Each component that receives the instructions performs its predetermined function. The input unit 104 is an input device for receiving operation input from the user (for example, a game controller, a pointing device such as a mouse, a touch panel, a touchpad, a keyboard, a motion sensor, a microphone, etc.).

[0042] For example, if the information terminal is a home game console or a portable game console, the input unit 104 may be a controller for the home game console or portable game console. In this case, for example, the controller may be configured to have a vertically or horizontally shaped housing and to have a shape and size that allows it to be grasped in a vertical or horizontal orientation. When the input unit 104 is a controller, the system 1 may have an input communication unit. The input communication unit is connected to the input unit 104 by wired or wireless communication, acquires various user instructions input to the input unit 104, and supplies the acquired instructions to the input control unit 106. The input control unit 106 then supplies information regarding the various instructions received from the input unit 104 to the control unit 120. Next, the control unit 120 executes predetermined controls according to the information regarding the received instructions.

[0043] In this embodiment, unless otherwise specified, when describing a predetermined instruction being given by a predetermined operation / action / command by the user, such as "responding to user instructions," "based on user instructions," "receiving user instructions," or "responding to predetermined instructions," it refers to the instruction being acquired via the input unit 104.

[0044] The input unit 104 may be a touch panel provided by the information terminal (the touch panel may be capable of multi-touch detection). For example, the touch panel as the input unit 104 has an input surface into which user operations are input and an input control unit 106 that acquires information about the operations input to the input surface. The touch panel is placed on top of the display unit of the information terminal, which is the output unit 100, and the surface of the touch panel corresponds to the input surface. For example, the display unit shows an area that accepts a predetermined instruction, and the input surface detects a predetermined instruction at a specified position by a user operation (e.g., touch operation, tap operation, swipe operation, etc.) on the area of ​​the input surface. The input surface supplies the detected information, that is, information indicating the predetermined instruction at the detected position, to the input control unit 106. The input control unit 106 acquires information indicating the predetermined instruction from the input surface and supplies this information to a predetermined component of the system 1.

[0045] (Storage unit 130) The storage unit 130 stores various information related to system 1. Each storage section of the storage unit 130 supplies predetermined information to a predetermined component in response to a request from another component of system 1. In the various IDs described below, if one ID is associated with another ID, and another ID is associated with yet another ID, the predetermined information can be made available by tracing the IDs. The storage unit 130 can also store location information of placement locations that constitute the virtual space, which is location information in the coordinate system set in the virtual space. That is, the storage unit 130 stores the coordinates of a placement location (for example, if the placement location is rectangular, the coordinates of the three vertices of the rectangular prism) associated with a placement location ID that identifies the placement location. The storage unit 130 may store only the coordinates of the placement location instead of the placement location ID. Furthermore, some or all of the various information stored in the storage unit 130 can be output to the output unit 100 based on user instructions, etc.

[0046] (Storage unit 130: Arrangement condition storage section 131) The placement condition storage unit 131 stores placement conditions, habitat IDs that identify habitats, and / or character IDs that identify characters, in association with placement condition IDs that identify placement conditions. In other words, the storage unit 130 stores habitat information corresponding to habitat IDs and information on one or more characters (character information) corresponding to one or more character IDs, in association with placement conditions for objects that can be placed in a unit space.

[0047] First, the placement condition is a condition that, when a combination of one or more objects or other components in the virtual space satisfies a predetermined combination, will produce a predetermined effect (for example, an effect that generates a predetermined habitat in the virtual space where a predetermined character lives). Specifically, the placement condition is a condition in which the combination of an object and the attributes of objects placed in the surrounding or adjacent unit space of that object, or the attributes of a base object placed in that unit space, is a predetermined combination. When the control unit 120 determines that a placement condition has been met in the virtual space, the control unit 120 generates a habitat in the virtual space corresponding to that placement condition.

[0048] The placement conditions are set using at least one piece of information selected from a group consisting of, for example, the type of object placed in a unit space, the type / number of objects adjacent to the object placed in the unit space, the attributes of a base object placed in an adjacent unit space (adjacent unit space) adjacent to the unit space where the object is placed, the type / number of items placed in a unit space, an adjacent unit space, or within a predetermined range from the unit space, the weather in a predetermined area including the unit space, and the time of day in the virtual space.

[0049] For example, when one object is placed in a single unit space, the following placement conditions can be set.

[0050] (a) Placement conditions based on combination of objects For example, this condition is met when, with one object placed in one unit space, the combination of that object and other objects (objects of the same type as the one object, and / or objects of a different type) placed in one or more other unit spaces adjacent to that unit space satisfies a specific combination. As an example, if one object is a "tree" object, the predetermined placement condition is met when "grass" objects are placed in each of the three unit spaces adjacent to that object. Alternatively, if one object is a "grass" object, the predetermined placement condition is met when "grass" objects are also placed in each of the three unit spaces adjacent to that object. (b) Placement conditions based on the combination of object and base object For example, this condition is met when, with one object placed in one unit space, the combination of the attributes of that object and one or more base objects placed in adjacent unit spaces satisfies a specific combination. As an example, if one object is a "rock" object, and a "sea" base object (whose attribute is "sea") is placed in one unit space adjacent to that object, the predetermined placement condition is met. (c) Placement conditions based on the combination of objects and items For example, a condition is met when, with one object placed in one unit space, the combination of that object and one or more other unit spaces adjacent to that unit space, or one or more other unit spaces within a predetermined range from that unit space, satisfies a specific combination.

[0051] (Storage unit 130: Habitat information storage section 132) The habitat information storage unit 132 stores habitat information, which is information about the habitat, the components of the habitat, appearance information that shows how a predetermined character appears in the habitat, and / or appearance character information that concerns characters that may appear in the habitat, in association with a habitat ID that identifies the habitat.

[0052] Here, a habitat is a region that includes the unit space in which one or more objects placed in a unit space of the virtual space are located, provided that these objects satisfy predetermined placement conditions. While there are no limitations on the size of a habitat within the virtual space as long as it includes the unit space, it is composed of the unit space itself and a predetermined number of unit spaces surrounding it.

[0053] Habitat information includes, for example, the habitat name, habitat level, and conditions for change of parameters indicating the comfort level of a given character in the habitat (comfort parameters) (including, for example, the types of objects that improve or decrease the comfort parameters). Component information includes, for example, object IDs that identify the objects required to make up the habitat, and information regarding the types of base objects required to make up the habitat. Appearance information includes, for example, information regarding the appearance patterns of characters appearing in the habitat. Examples of appearance patterns include the appearance of a character in the habitat with their body visible, and the appearance of a character hidden behind an object in the habitat that can conceal the character (appearance object). Appearance character information includes information regarding one or more character IDs, environmental conditions in the virtual space required for the character's appearance (for example, time of day and / or weather conditions in the virtual space), the upper / lower limits of the number of characters that can inhabit the habitat, and / or the probability of a character appearing.

[0054] (Storage unit 130: Character information storage section 133) The character information storage unit 133 stores information (character information) about characters that appear in the virtual space (e.g., non-player characters) associated with character IDs that identify characters available for use in the game. Examples of character information include the character's name, unique information about the character, and the habitat ID of the habitat where the character can live.

[0055] Character-specific information includes the character's rarity, characteristics, character images (including still and moving images), character sounds (such as character cries and lines), and / or character descriptions (including character attributes and descriptions of character skills).

[0056] Character characteristics include, for example, character attributes, character gender (male, female, genderless, etc.), character personality, character skills / techniques, and / or various other parameters. Attributes are information assigned to a character, such as characteristics that a character possesses, which are set according to the character's type. Attributes are not particularly limited, but examples include attributes with names like fire, water, electric, and grass. A single character may have multiple attributes. Additionally, each of the "skills / techniques" a character knows may also have its own attribute.

[0057] Examples of character skills / techniques include skills / techniques that generate a predetermined effect in one or more unit spaces in the virtual space (for example, skills / techniques that generate objects such as withered grass, grass, water, fire, rocks, etc. in a unit space, or skills / techniques that generate substances such as water), skills / techniques that exert a predetermined effect on base objects existing in the virtual space (for example, skills / techniques that destroy or cut base objects), skills / techniques that make it possible to move to a predetermined location in the virtual space (for example, skills / techniques that make it possible to move through the sea, lakes, cliffs, air, etc. in the virtual space, or to move at a speed faster than a predetermined speed), and skills / techniques that transform into other characters adjacent to the character (other characters in front of the character) (when one character transforms into another character, that character becomes able to use the other character's skills / techniques).

[0058] (Storage unit 130: Object information storage unit 134) The object information storage unit 134 stores at least one of the following: information about the base object (base object information), information about the object (object information), or information about other objects (such as objects for appearance), associated with an object ID that identifies the object (this includes base objects, objects, and objects for appearance, etc.). Note that each object placed in a unit space may include objects that can be destroyed by the player character acting in the virtual space based on the user's instructions, and objects that cannot be destroyed. In this case, each object may be associated with a flag indicating whether or not it can be destroyed by the player character.

[0059] Base object information includes, for example, the name of the base object, its attributes, its type, its image, its size, and its description. Attributes are information set for each base object, such as the properties and / or characteristics of the base object, which are set according to its type, state, or nature. A single base object may have multiple attributes.

[0060] Attributes of a base object include material-related attributes (e.g., water, soil, rock, sand, etc.), environment- and terrain-related attributes (e.g., sandy ground, grass, meadow, forest, bedrock, sea, waterfall, river, etc.), and / or structure-related attributes (e.g., brick, tile, block, wall, floor, carpet, etc.).

[0061] Object information includes, for example, the object's name, attributes, type, image, shape, description, applicable skills / techniques, and information about the object after those skills / techniques have been applied (the transformed object). The attributes may be the same as those of the base object.

[0062] (Storage unit 130: User information storage unit 135) The user information storage unit 135 stores user information, character encyclopedia information (where information about characters appearing in the game can be registered), habitat map information (where information about habitats appearing in the game can be registered), possessed object information (about objects owned by the user), possessed item information (about items owned by the user), etc., associated with a user ID that identifies the user. The character encyclopedia information and habitat map information are registration areas for character information and habitat information, respectively, provided for each user.

[0063] User information may include, for example, the user's name or title (nickname, etc.) and user identification ID. Character encyclopedia information may include, for example, a character ID that identifies a character discovered by the user in the virtual space, character information of the character corresponding to that character ID (part or all of the character information stored in the character information storage unit 133), and information to improve the habitability of the habitat where the character lives. Furthermore, habitat map information may include, for example, a habitat ID that identifies a habitat discovered by the user in the virtual space, habitat information of the habitat corresponding to that habitat ID, information on its constituent elements, and information on the characters that appear (part or all of the information stored in the habitat information storage unit 132).

[0064] The information regarding owned objects includes information about the objects the user owns, such as the object ID and the number of objects corresponding to that object ID. The information regarding owned items includes information about the items the user owns, such as the item ID that identifies the item, the item name, the number of items owned, and a description of the item's effect. Items may include not only various items usable within the game, but also in-game virtual currency and designated points usable within the game.

[0065] (Storage unit 130: Area information storage unit 136) The area information storage unit 136 stores an area ID that identifies an area, a habitat ID, and / or a character ID of a character that appeared in the habitat, associated with the user ID. The control unit 120 places objects in one or more unit spaces in the virtual space within the game according to the user's instructions, and each time a predetermined area (an area comprising the one or more unit spaces) is generated when predetermined placement conditions are met by such placement, it generates an area ID for that area and stores it in the area information storage unit 136, associated with the user ID. In this case, the control unit 120 also stores the habitat ID associated with the predetermined placement conditions in the area information storage unit 136, associated with the area ID. An area is an area comprising the unit space in which one or more objects placed in the unit space of the virtual space are placed, when those objects satisfy predetermined placement conditions, and may coincide with the range of a habitat corresponding to the predetermined placement conditions. An area is not limited in size within the virtual space as long as it includes the unit space, but it is composed of the unit space and a predetermined number of unit spaces surrounding it.

[0066] [Processing flow of System 1] Figure 4 shows an example of the processing flow in the system according to this embodiment.

[0067] In the game relating to System 1, the control unit 120 enables the player character to perform actions such as placing base objects and predetermined objects in a unit space of the virtual space based on user instructions. Furthermore, when the player character encounters a predetermined non-player character in the virtual space, and the player character engages in predetermined communication with the encountered non-player character or when a predetermined event occurs, the control unit 120 enables the player character to use some or all of the techniques and / or skills associated with the non-player character. "Engaging in communication" refers to actions such as the player character speaking to a non-player character based on a contact instruction (such as a conversation instruction) or access instruction from the user, when the player character, acting in the virtual space based on user instructions, is located near the non-player character appearing in the virtual space.

[0068] The following description refers to games in which a player character controlled by the user can perform various actions in a virtual space.

[0069] First, the control unit 120 places an object in a unit space within the virtual space based on the user's object placement instruction received via the input unit 104 (step 10; hereafter, steps will be denoted as "S"). Specifically, the control unit 120 causes the player character operating in the virtual space to place one object in one unit space within the virtual space based on the user's placement instruction. The object placed in the unit space by the player character may be, for example, an object possessed by the user (i.e., the player character), and / or an object generated by the activation of a predetermined technique / skill usable by the player character. For example, the control unit 120 causes the player character to perform the operation of placing one object in one unit space through the following process.

[0070] (i) Accept the user's instruction to select a unit space. Note that a base object may already be placed in the unit space. If a base object is already placed, accept the user's instruction to select the top surface of a base object placed in the unit space. (ii) Accept the user's selection of one or more objects to be placed in a single unit space, or activate a skill / technique that generates one object for the player character based on the user's skill / technique activation instruction. (iii) Have the player character place an object selected by the user into a single unit space, or place an object generated by the player character's skill / technique into a single unit space.

[0071] The control unit 120 places objects selected by the user in one or more unit spaces based on the user's instructions. The control unit 120 can also have the player character activate predetermined skills / techniques based on the user's instructions, and change the objects placed in the unit spaces into other objects derived from those objects. For example, if a withered grass object is placed in one unit space, and the player character activates a technique to water the withered grass object, the control unit 120 may change the withered grass object into a grass object. In this way, a predetermined skill / technique and the object that will be transformed when the predetermined skill / technique is applied (the transformed object) can be associated with a single object, and when the player character applies the predetermined skill / technique to that single object, the predetermined object can be changed into the transformed object.

[0072] The control unit 120 then determines whether the arrangement of objects placed in one or more unit spaces matches predetermined arrangement conditions (S12). That is, in response to a player character placing one object in one unit space according to a user's placement instruction, the control unit 120 determines whether one or more objects, including one object placed in a region comprising one unit space, satisfy a single arrangement condition corresponding to one habitat information.

[0073] Specifically, when the player character places an object (first object) in a unit space (first unit space) based on the user's instructions, the control unit 120 determines whether the arrangement of the first object and one or more other objects (for example, the second object, the third object, ..., the nth object, etc., where n is an integer of 4 or more) and / or the base object placed in one or more other unit spaces adjacent to the first unit space where the first object is placed matches one or more arrangement conditions stored in the arrangement condition storage unit 131. If the arrangement matches a predetermined arrangement condition, the control unit 120 determines that the arrangement satisfies the predetermined arrangement condition (Yes in S12).

[0074] If the placement of each object does not satisfy a predetermined placement condition, the control unit 120 repeats the processing from S10 onward (No in S12). On the other hand, if the placement of each object satisfies one of the placement conditions (Yes in S12), the control unit 120 designates a predetermined space including one or more unit spaces in which each object is placed as a single region. However, if a predetermined object (for example, a base object such as water, a sea, or a lake) exists within that one or more unit spaces, and / or in a unit space adjacent to any of those one or more unit spaces, the control unit 120 may not designate that predetermined space as a single region and may output a predetermined error message. This makes it possible to avoid the execution of processing in S22, which will be described later, that makes it appear as if the character is emerging from the predetermined object.

[0075] The control unit 120 then associates a region with a habitat information for each user (S14). Specifically, the control unit 120 stores the region ID of a region and the habitat ID of the habitat information associated with the region in the region information storage unit 136, corresponding to the user ID. Whenever the placement of an object satisfies a predetermined placement condition, the control unit 120 associates the region containing the unit space in which the object is placed with the habitat information corresponding to the predetermined placement condition. When a placement condition is no longer met, the control unit 120 dissolves the association between the user ID and the region ID, the association between the region ID and the habitat ID, and the association between the user ID and the habitat ID.

[0076] Next, the control unit 120 determines whether the habitat information is registered in the habitat map information of the user information storage unit 135 (S16). In other words, the control unit 120 determines whether the habitat information is associated with a user. If the control unit 120 determines that the habitat information is not registered in the habitat map information (Yes in S16), that is, if it determines that the habitat information is not associated with a user, it registers the habitat information as habitat map information in the user information storage unit 135, associating it with the user ID (S18).

[0077] If the control unit 120 determines that the habitat information is registered in the habitat map information (No. in S16), or after registering the habitat information in the user information storage unit 135 (S18), the control unit 120, based on the character information corresponding to the habitat information, determines at a predetermined timing that one of the one or more characters included in the character information will be the character to appear in the area (i.e., the habitat) (S20). The control unit 120 executes a predetermined lottery process to determine which character will appear.

[0078] (Character selection process - Selection process based on the in-game environment) The control unit 120 randomly determines which character to make appear in a given area (a given habitat) from among one or more characters included in a given character information. The control unit 120 changes the likelihood of the character appearing in the given area based on the in-game environment in the virtual space of the given habitat, for example, at least one of the time or the weather.

[0079] In other words, within the game, multiple times or time zones and / or weather conditions are set within the virtual space. The times or time zones and / or weather conditions may be the same as the times or time zones and / or weather conditions of the real world, but in this embodiment, they are defined separately and independently within the game from the times or time zones and / or weather conditions of the real world. In the game relating to System 1, each character is associated with lottery conditions for appearing in a habitat. The lottery conditions include the probability of appearance, the time or time zone in the virtual space where the lottery is performed (the time or time zone in the game at the time of the lottery) and / or the weather conditions when the lottery is performed (the weather conditions in that particular habitat at the time of the lottery).

[0080] For example, within the game, multiple time periods are set, such as daytime, morning, noon, evening, and night. Also, multiple weather conditions are set within the game, such as sunny, cloudy, and rainy. Each character is associated with a time period and / or weather that it can be selected for by lottery. In other words, a character becomes eligible for lottery when the time period and / or weather in the virtual space are a predetermined time period and / or predetermined weather. For example, a character may become eligible for lottery when it is "daytime" and the weather is "sunny" or "cloudy," or a character may become eligible for lottery when it is "evening" or "night" and the weather is "rainy." The control unit 120 then performs a lottery based on the appearance probability of one or more characters that are eligible for lottery, and determines the winning character to be the character that will appear in a given area.

[0081] (Character selection process - selection timing) The control unit 120 determines a character to appear in a given area by drawing lots from multiple characters included in a given character information corresponding to a given habitat information at a predetermined drawing timing. The predetermined drawing timing may be, for example, at least one or a combination of two of the following timings.

[0082] (First timing) The timing after a predetermined time has elapsed since the start of the game related to System 1. (Second timing) A predetermined time has elapsed since the execution of process S14. That is, a certain amount of time has elapsed since a region and a piece of habitat information were associated. (Third timing) A certain amount of time has passed since the previous draw. (Fourth Timing) The timing after a predetermined time has elapsed since the game related to System 1 was started based on the user's instruction (start instruction), interrupted based on the user's instruction (pause instruction), and then resumed based on the user's instruction (resume instruction).

[0083] (Character selection process - Output process for the ease of character appearance) The control unit 120 can output placement conditions for constructing a habitat in a virtual space. For example, the control unit 120 can output placement conditions for constructing a predetermined habitat based on a predetermined instruction from the user. Furthermore, after a region and habitat information are associated, the control unit 120 outputs the likelihood of appearance within the region for each of the one or more characters included in the character information corresponding to the habitat information. The control unit 120 can output the likelihood of appearance along with the placement conditions. For example, the control unit 120 can output the numerical value of each character's appearance probability as the likelihood of appearance, or, if the appearance probability in the game is set within the range of 0% to 100%, it can divide the appearance probability into predetermined probability ranges and output information indicating the likelihood of appearance associated with the range in which each character's appearance probability is included. The information indicating the likelihood of appearance may be text information or graphic information (for example, graphic information output by decreasing the number of predetermined marks in order from the character with the highest appearance probability).

[0084] (Character selection process - Priority selection process) The control unit 120 may, if a predetermined item exists within a given area, determine that the character corresponding to that predetermined item will appear, regardless of the habitat information associated with that area. That is, if a predetermined item (i.e., a guaranteed item that causes the predetermined character associated with that predetermined item to appear preferentially over other characters) is placed within a given area, the control unit 120 may determine that the character corresponding to that predetermined item will appear in that area with priority over one or more characters included in the character information associated with the habitat information. For example, if a guaranteed item is placed within a given area, the control unit 120 may ensure that the predetermined character corresponding to the guaranteed item appears within that area. The control unit 120 may also grant guaranteed items to the user as a reward for completing a predetermined mission, scenario, event, etc. in the game, and / or as a drop item in the virtual space within the game.

[0085] (Character selection process - effect on weather) The control unit 120 can make it easier to set the weather in the virtual space (at least the weather in a predetermined area of ​​the virtual space including the unit space) to a specific weather condition based on the types of objects placed in a unit space of the virtual space in response to placement instructions from the user. That is, the control unit 120 determines the weather in the virtual three-dimensional space including a given area at predetermined time intervals based on environmental parameters determined based on at least one element selected from a group consisting of the types of objects placed in a given area and the number of such objects. Since a weather condition that allows for a lottery to be performed to make a character appear in a given area can be associated with a character, it is possible to make it easier to make that character appear in a given area by setting the weather in the virtual space to a predetermined weather condition.

[0086] Examples of environmental parameters include humidity parameters, temperature parameters, and brightness parameters. Each parameter is associated with the type, attributes, and number of objects or items that increase or decrease the parameter's value. The control unit 120 then randomly selects and determines the weather in a predetermined range of virtual space, including the unit space, using a winning probability determined based on the increased or decreased parameter value, after the parameter's value has increased or decreased.

[0087] Specifically, the control unit 120 performs a lottery to determine the weather each time a predetermined amount of time has elapsed from the start of the game or the timing when a predetermined object is placed in a unit space. For example, if the environmental parameter is a humidity parameter, and one or more objects of type "water" or objects with the attribute "water" (hereinafter referred to as "water objects") are placed in each unit space, the control unit 120 increases the value of the humidity parameter based on the number of placed water objects. Alternatively, the control unit 120 may increase the value of the humidity parameter if the ratio of the number of placed water objects to the total number of unit spaces in a predetermined area is equal to or greater than a predetermined reference value. Note that multiple reference values ​​may be set in stages.

[0088] The control unit 120 then performs a lottery to determine the weather every predetermined time elapsed since the placement of the water objects (for example, when multiple water objects are placed, after the placement of the last water object is completed), and determines the weather in a predetermined range of virtual space that includes these unit spaces. In this case, the value of the humidity parameter increases as the number of water objects placed in the predetermined range of virtual space increases. The control unit 120 then increases the probability of the weather becoming "rainy" according to the value of the humidity parameter (the larger the value of the humidity parameter, the more likely it is to rain, and the smaller the value, the more likely it is to be sunny or cloudy).

[0089] Furthermore, if the environmental parameter is a temperature parameter or a light / darkness parameter, the probability of achieving a predetermined weather condition may be increased or decreased based on the number of objects that increase or decrease the value of each parameter, similar to the above.

[0090] Furthermore, the probability of winning a predetermined weather condition may be increased or decreased based on multiple environmental parameters. That is, the control unit 120 determines the probability of winning a predetermined weather condition based on a value calculated by a predetermined calculation using the values ​​of each of the multiple environmental parameters. Specifically, the control unit 120 may determine the probability of winning a predetermined weather condition based on a value obtained by adding the value of the second environmental parameter to the value of the first environmental parameter, or by subtracting the value of the second environmental parameter from the value of the first environmental parameter. For example, suppose that the first environmental parameter increases when the first object is installed, and the second environmental parameter increases when the second object is installed, and the first environmental parameter is a parameter that increases the probability of winning a first weather condition, and the second environmental parameter is a parameter that decreases the probability of winning a first weather condition. In this case, the probability of winning a first weather condition is determined based on a value obtained by subtracting the value of the second environmental parameter, which is determined by the number of installed second objects, from the value of the first environmental parameter, which is determined by the number of installed first objects.

[0091] Furthermore, when the probability of a predetermined weather condition is determined based on one environmental parameter, other environmental parameters may be used as factors to correct that one environmental parameter. That is, when the probability of a predetermined weather condition is determined based on the numerical value of one environmental parameter, the numerical value of the one environmental parameter may be corrected by adding or subtracting a correction value determined based on the numerical values ​​of other environmental parameters to the value of the one environmental parameter.

[0092] Furthermore, if one of the placement conditions includes the weather conditions of the area where the object is placed, then the multiple characters included in the character information may include characters that are excluded from appearing in the weather corresponding to the weather condition. Therefore, when an object is placed in a unit space, and the placement of multiple objects that include that object and exist within a predetermined area that includes that unit space satisfies the predetermined placement conditions, the area and habitat information corresponding to the placement conditions are associated, and characters that appear in that area are drawn from multiple characters corresponding to the habitat information. However, characters whose associated weather conditions do not match the weather conditions in that area at the time of the draw are excluded from the draw.

[0093] The control unit 120, for example, when a predetermined timing arrives, associates a character that has been decided to appear in a given area with that area (i.e., associates the character with the area), and makes the character appear in that area (S22). The control unit 120 may postpone the appearance of the character until the timing to make the character appear (for example, until a predetermined time has elapsed since the lottery process) (i.e., it may maintain a waiting state for appearance). The control unit 120 also associates the area ID of the area and the habitat ID of the habitat with the user ID and stores them in the area information storage unit 136.

[0094] The control unit 120 may enable the character to act within a given area (i.e., a given habitat) and within a predetermined range from that area, and may control the character to prevent it from leaving the predetermined range as long as the area exists, or to prevent it from leaving the predetermined range for a predetermined period of time, such as more than half a day in game time. In addition, the control unit 120 can also, based on predetermined instructions from the user, have the character follow or accompany the player character and take it from one area to another.

[0095] (Character appearance patterns) Here, the control unit 120 can adopt multiple appearance modes as the character appearance mode.

[0096] (a) A mode in which a character appears due to a predetermined action of the player character (first mode) For example, the control unit 120 designates at least one object from among one or more objects placed within the habitat area as an appearance object. An appearance object is an object that hides characters appearing in the area (i.e., an object that prevents the display of characters) until the player character performs a predetermined action on the appearance object, and / or an object from which the character appears when the predetermined action is performed. If the control unit 120 contains a predetermined appearance object within the area associated with the habitat information, it sets the output mode of the appearance object to a state of waiting for the appearance of a character whose appearance has been determined (first mode). That is, the control unit 120 outputs the appearance object in a different manner from the objects surrounding the appearance object. For example, the control unit 120 outputs the appearance object in a manner in which it moves (e.g., oscillating or moving intermittently), and outputs the surrounding objects in a manner in which they are stationary (the character is in a state of waiting to appear). Then, based on user instructions, the control unit 120 changes the output mode of the appearance object to the character appearance mode (second mode) when the player character performs a predetermined action on the appearance object of the first mode, and makes the character appear. The predetermined action may be an action (access action) in which the player character accesses the appearance object, such as an action in which the player character investigates the appearance object. The second mode is, for example, a mode that shows how the character appears from the appearance object. The control unit 120 may associate the character with the area at the time the character appears from the appearance object (for example, associating the character's character ID with the area ID). The control unit 120 may also associate the appearing character with the user when the player character satisfies predetermined conditions (for example, associating the character's character ID with the user ID). This makes it possible to make the character a companion or friend of the player character, or to treat the character as a character owned by the user.

[0097] Furthermore, each object may be associated with a priority that indicates, in the event that the object becomes an appearance object, the character will appear from that object in priority over other objects. That is, when a predetermined placement condition is met by placing one or more objects, and predetermined habitat information is associated with the region including the unit space in which the one or more objects are placed, one character, determined by lottery from one or more characters corresponding to the habitat information, will appear from that region. In this case, the control unit 120 can make that one character appear from an object within that region. The object from which that one character appears becomes the appearance object. The control unit 120 decides which of the one or more objects in the region to make the appearance object based on the priority that has been pre-associated with the object. The control unit 120 refers to the priority that has been associated with each of the one or more objects and makes the object with the highest priority the appearance object. Furthermore, there may be objects that do not have a priority associated with them, and if no priority has been associated with any of the objects in the region, the control unit 120 may automatically make a character appear at a predetermined location within the region (for example, near a predetermined object placed within the region).

[0098] Furthermore, objects may include both solid objects (for example, objects with attributes such as rocks, soil, and land) and liquid objects (for example, objects with attributes such as water, the sea, and lakes). If an object is not a liquid object, the control unit 120 makes the object with the highest priority the object to be made to appear, in the same manner as described above. On the other hand, if the object with the highest priority is a liquid object, the control unit 120 makes one liquid object selected from among the liquid objects adjacent to non-liquid objects in the area (for example, land objects) the object to be made to appear (if the liquid object with the highest priority is adjacent to a land object, that liquid object is selected. If the liquid object with the highest priority is not adjacent to a land object, one liquid object is selected from among the liquid objects adjacent to a land object). In this case, the control unit 120 performs a predetermined effect on the liquid object. The predetermined effect may be, for example, an effect in which bubbles or ripples are output to the liquid object, that is, an effect that indicates that a character is hiding there.

[0099] Furthermore, if at least one of the following conditions is met, the control unit 120 may not make a character hidden by the appearance object appear from the appearance object, and may reset the character's winning status (it may prevent the character from appearing). (1) If multiple habitats exist in the virtual space, and the number of habitats including the appearance object in which the character is hidden exceeds a predetermined number, and the time the character is hidden by the appearance object exceeds a predetermined time. (2) For each habitat containing a spawn object in which a character is hidden, when the time elapsed since all of the following requirements were met reaches a predetermined time. (2-1) The game must be running. (2-2) The player character must be present in the virtual space where the habitat in question exists. (3) If a habitat containing an object that hides a character disappears, and / or if the placement conditions corresponding to that habitat are no longer met. (4) When a character that has been selected based on conditions such as the time of day and / or weather in the virtual space is hidden behind an object for appearance, and those conditions such as the time of day and / or weather are no longer met.

[0100] (b) A mode in which the character's appearance is visible from the beginning (third mode) Furthermore, if the area designated as the habitat does not contain any objects for appearance, the control unit 120 will cause the character whose appearance has been determined to occur to appear near one or more objects placed within that area, in a manner that outputs the entire appearance of the character (third mode). In this case, the control unit 120 may, based on the user's instructions, cause the character to appear near the objects and maintain a state in which predetermined actions are repeated until the player character communicates with the character. The control unit 120 may associate the character with the area at the time the player character communicates with the character (for example, associating the character's character ID with the area ID).

[0101] For example, an object can be associated with a flag (appearance flag) that causes a character to appear near the object when a character appears within the region. If an object with an appearance flag associated with it exists within the region, the control unit 120 causes a character to appear near that object (typically, another unit space adjacent to the unit space where the object is located). In this case, the control unit 120 outputs the character's reaction to the object. "Reaction" means, for example, the character looking at the object, investigating it, or showing interest in it. If there are no appearance objects or objects with an appearance flag associated with them within the region, the control unit 120 causes a character to appear near any object within the region and has the character act (e.g., wander around) within the region or near the object. If there are no appearance objects or objects with an appearance flag associated with them within the region, but a liquid object exists, the control unit 120 may cause a character to appear in the liquid object and have the character act (e.g., wander around) within the liquid object.

[0102] Then, the control unit 120 determines whether or not the character information of a character that has appeared is registered in the character encyclopedia information of the user information storage unit 135 (S24). In other words, the control unit 120 determines whether or not the character information of a character that has been decided to appear is associated with a user. If the control unit 120 determines that the character information is not registered in the character encyclopedia information (Yes in S24), that is, if it determines that the character information is not associated with a user, it registers the character information in the user information storage unit 135, associating it with the user ID (S26). If it determines that the character information is registered in the character encyclopedia information (No in S24), and after processing in S26, the control unit 120 repeats the processing from S10 onwards.

[0103] Note that the process in S18 (the process of registering habitat information to the habitat atlas) may be executed after S20, provided that it is performed after the process in S16. Also, the process in S16 may be executed at any time after the process in S10. In this case, the habitat information may be registered as the user's habitat atlas information at the time when a region and a piece of habitat information are associated. As a result, if the user places an object in a unit space and the predetermined placement conditions are met by chance, the predetermined region including that unit space will become the predetermined habitat, and the information of that habitat will be registered in the habitat atlas.

[0104] [Other processes in System 1] In addition to the above, System 1 can perform various processes as described below.

[0105] (Registration process of habitat information based on the player character's actions) The control unit 120 can pre-set habitats in a predetermined area within the virtual space that satisfy predetermined placement conditions but for which no character corresponding to that habitat has appeared, or locations that do not satisfy some of the predetermined placement conditions but could potentially become habitats. The control unit 120 outputs a predetermined sign (for example, a sign of a predetermined shape that emits light or blinks) within or around the predetermined area. Then, based on user instructions, if the player character performs a predetermined action on the predetermined sign or an object in the unit space where the predetermined sign exists, and the habitat information for that habitat is not registered in the user's habitat map, the control unit 120 registers / makes the habitat information available as habitat map information in the user information storage unit 135. The predetermined action may be, for example, an action based on the player character touching the predetermined sign (access action) or an action that investigates the predetermined sign.

[0106] Furthermore, the control unit 120 may, based on user instructions, register / make registerable the habitat information as habitat map information in the user information storage unit 135 if the player character communicates with a predetermined character (non-player character) in a predetermined habitat in the virtual space, and the habitat information for that habitat is not registered in the user's habitat map. In this way, system 1 can disclose to the user information that can be obtained at the user's discretion (i.e., by having the player character exert a predetermined action on a predetermined sign based on a predetermined sign, or by having the player character communicate with a predetermined character), that is, habitat information not registered in the habitat map (information that can serve as a hint regarding habitat construction). This allows system 1 to assist the user in progressing through the game.

[0107] (Process to output information about the habitat of the appearing character) The control unit 120 enables the output of information indicating that the predetermined area is the habitat of the appearing character when communication occurs between the player character and the appearing character, after a predetermined area including the unit space has been created by the player character placing objects in a unit space in response to user instructions, and a character corresponding to habitat information associated with the predetermined area has been determined to appear as the appearing character. For example, when the appearing character that has appeared in the predetermined area communicates with the player character that operates in the virtual three-dimensional space based on user instructions, the control unit 120 outputs information indicating that the predetermined area, i.e., the habitat, is the habitat of the appearing character (for example, text information such as "○○'s dwelling place" (where ○○ is the character name)).

[0108] (Output processing of information that can confirm habitat) When a player character is located within a predetermined range from a predetermined area based on user instructions, the control unit 120 outputs habitat information corresponding to the predetermined area and information on one or more characters included in the character information corresponding to the habitat information. In other words, when a player character is located within a predetermined range from a predetermined area that has already been established as a habitat, the control unit 120 outputs habitat information for the predetermined area and information on characters that can appear in the predetermined area. The control unit 120 can also output a visual effect that makes the predetermined area visible to the user. This visual effect may be, for example, outputting a dotted line on the outer edge of the predetermined area, or outputting a dotted line or the like by making it blink. This makes it easier for the user to understand which area is the habitat, even when various objects are placed in the virtual space (for example, when many tall objects are placed). Therefore, according to system 1, for example, when a character whose habitat is the predetermined area is outside the predetermined area, it is possible to prevent accidentally destroying or removing objects in the predetermined area (i.e., the character's habitat) and causing the habitat to disappear.

[0109] (Habitat loss management) The control unit 120 will erase a habitat if, based on user instructions, the player character destroys or removes at least some of the objects within a region (habitat) formed in virtual space that meets the placement conditions. In other words, if one or more objects, including one object placed within a region, meet a single placement condition, and at least one of those objects disappears (stops functioning as an object), the control unit 120 will release the association between the region and the habitat information, and between the region and the character. As a result, the habitat, once formed, disappears from the virtual space.

[0110] Furthermore, if one or more objects, including one object placed within a given area, satisfy a given placement condition, the control unit 120 may, after a predetermined time has elapsed since the placement, release the association between the area and the habitat information, and between the area and the character, if a predetermined object (for example, a liquid object such as water or the sea) is placed within or adjacent to that area after the area has been established. This prevents the area from immediately disappearing even if the user mistakenly places a predetermined object within or adjacent to the area, thus no longer satisfying the placement condition.

[0111] Furthermore, if a character that has appeared in a habitat that has been formed is present, and that habitat disappears, the control unit 120 allows the character to move freely within the virtual space. That is, after the control unit 120 has released the association between a region and a habitat, and the association between a region and a character, it controls the character (i.e., the character that is not associated with habitat information) to move within that region, i.e., the habitat, and any location outside the habitat, without the character disappearing. As a result, the character no longer has a habitat, but can move outside the habitat.

[0112] Furthermore, the control unit 120 can also designate a habitat near a character that has lost its habitat as a new habitat for that character, where the character can appear, and where no other characters have yet appeared or where there are available spaces for other characters. In other words, if a character that has become able to act in any location has a predetermined habitat information (i.e., the same habitat information as the lost habitat) associated with that character within a predetermined range, and there is a second region to which the character can be additionally associated, and the character is a character included in the character information corresponding to the predetermined habitat information, the control unit 120 associates the character with the second region. As a result, the character can use the second region as its habitat and its actions outside the second region can be restricted. In other words, the control unit 120 makes the second region the new habitat for the character. If there are multiple second regions within a predetermined range, the control unit 120 designates the region closest to the character as the second region.

[0113] "Within a predetermined range" refers to an area within a predetermined radius centered on the character in question, and as the character moves in the virtual space, this predetermined range also moves in conjunction. Furthermore, "additional association possible" refers to a state in which none of the multiple characters included in the character information corresponding to the habitat information associated with the second area have appeared in the second area, or a state in which the same character as the character in question has not yet appeared in the second area.

[0114] (Examples of character behavior after habitat loss) After a character appears in a habitat and the habitat disappears, the control unit 120 can change the character's state to a state different from the state it was in when the habitat existed. For example, while the character appears in a habitat and the habitat exists, the control unit 120 sets the character's state to a first state. Then, after a predetermined period has elapsed since the habitat disappeared, or after the date has changed from the day the habitat disappeared, the control unit 120 transitions the character's state to a second state different from the first state. The first state may be, for example, a state in which the character is peacefully spending time in the habitat, and the second state may be, for example, a state in which the character is saddened by the loss of its habitat. The control unit 120 may also output predetermined lines of dialogue from the character in the first state and the character in the second state, respectively, using speech bubble images (lines indicating that the character is peacefully spending time, and lines indicating that the character is grieving, for example, the character in the first state).

[0115] Furthermore, in this case, if the player character controlled by the user communicates with the character that has lost its habitat based on the user's instructions, the control unit 120 will cause the character to perform actions / behaviors that are different from those that would have occurred if it had a habitat. For example, if the player character speaks to the character (the character that has lost its habitat) based on the player's instructions, the control unit 120 will cause the character to output specific lines (for example, pessimistic lines or lines indicating that it is lost and wandering).

[0116] Subsequently, the control unit 120 designates a habitat near the character that has lost its habitat, where the character can appear but where the character has not yet appeared, as the character's new habitat, in the same manner as described above. After the character begins to live in the new habitat, if the player character speaks to the character (the character that has started to live in the new habitat) based on the player's instructions, the control unit 120 terminates the output of pessimistic lines and causes the character to output other lines (for example, lines expressing gratitude).

[0117] (Habitat change) The control unit 120 can, based on user instructions, have a character inhabiting the first habitat accompany the player character. Then, if the player character moves from the first habitat to the second habitat (however, to a habitat where no character has yet appeared or where no character exists), and the second habitat meets the conditions for the character to inhabit, the control unit 120 can make the second habitat the new habitat for the character accompanying the player character. In other words, if the habitat information of a habitat where the character can inhabit (i.e., the same habitat information as the first habitat) is associated with the character accompanying the player character within a predetermined range from that character, and there is a second habitat to which the character can be additionally associated, and the character is a character included in the character information corresponding to the habitat information, and no other characters have yet appeared in the second habitat, the control unit 120 associates the character with the second habitat. Furthermore, the control unit 120 changes the habitat of a character accompanying the player character from the first habitat to the second habitat when the character is located within the second habitat and the player character communicates with that character in response to user instructions. This allows System 1 to change the habitat of a character to another habitat (a new habitat) without causing the character that has appeared in that habitat to disappear, even if a location not desired by the user becomes a habitat. Therefore, in System 1, by constructing a location desired by the user as a new habitat based on user instructions, the habitat of a character that has already appeared is changed to that new habitat, and the player character can then communicate with that character in the new habitat.

[0118] (Living conditions in the habitat) The control unit 120 may change the comfort level of a character living in a habitat based on the type and number of objects and items placed within that habitat. Comfort level may be set by a predetermined parameter (comfort parameter) associated with the habitat. For example, the comfort parameter may be increased or decreased based on the type and number of objects and items placed in the habitat after the character appears, and / or the type and number of items given to the character, using the time the character appears in the habitat as a reference. The control unit 120 may cause the character to perform a predetermined action based on the value of the comfort parameter. For example, if the value of the comfort parameter is less than or equal to a predetermined value, the control unit 120 may cause the character to utter a first line (such as a line expressing dissatisfaction) when the player character communicates with the character in response to the user's instructions. If the value of the comfort parameter exceeds a predetermined value, the control unit 120 may cause the character to utter a second line (such as a line expressing satisfaction) when the player character communicates with the character in response to the user's instructions.

[0119] Furthermore, in System 1, the virtual space is divided into multiple areas, and the degree of development of each area can be evaluated based on the cumulative sum of the habitability parameters of one or more habitats within each area. In other words, the virtual space has multiple areas set up from the 1st area to the nth area (where n is an integer of 2 or more). One or more habitats are associated with each area, and the cumulative value of the habitability parameters of each habitat is associated with the degree of development of the area, which is determined based on that cumulative value. The control unit 120 may, based on user instructions, allow the player character to move from one area to another when predetermined conditions are met. These predetermined conditions may be, for example, the user clearing a predetermined mission or event. Each area may also be given a predetermined name (for example, "○○ Town" or "○○ City").

[0120] The control unit 120 calculates and stores the habitability parameters for one or more habitats included in an area, and calculates a cumulative value obtained by adding the habitability parameter values ​​of each habitat. Then, the control unit 120 determines the degree of development (development level) of the area based on this cumulative value. Depending on the degree of development, the control unit 120 can advance a predetermined story in the game in the area, or enable the player character to acquire predetermined items or new objects required for the story to progress. In other words, in System 1, habitats are constructed in an area based on user instructions, and characters appear in the habitats. The habitability of the character in the habitat changes depending on the type of objects placed in the habitat. The user has the player character communicate with the character and understands the results of the communication (for example, understanding the content of the character's lines as described above), and then determines whether the character is comfortable or uncomfortable in the habitat, and adjusts the conditions of the habitat (for example, changing the type and number of objects placed in the habitat). This improves the habitability parameter of the habitat, which in turn increases the development level of the area containing that habitat. As the area's development level increases, the story progresses, and new items and objects become available, allowing for the creation of new habitats.

[0121] Furthermore, the control unit 120 can output some or all of the character encyclopedia information stored in the user information storage unit 135 to the output unit 100 based on user instructions. In this case, the control unit 120 outputs hints to improve the comfort of the habitat in which the user-selected character lives (for example, the type / number of objects the character likes, the characteristics of the objects (for example, characteristics related to the appearance of objects such as cute objects or cool objects), and information on the character's preferred environmental conditions such as temperature / humidity / light / darkness of the habitat). This allows the user to easily determine the actions of the player character in the game necessary to improve the comfort parameters of the habitat.

[0122] Furthermore, when a player character communicates with a character in a habitat based on user instructions, the control unit 120 can receive a request from that character to place an object necessary to improve the habitability parameter of that habitat. When the player character places the object within or within a predetermined range from that habitat based on the placement request, the control unit 120 can increase the habitability parameter of that habitat by a numerical value determined according to the object. After improving the habitability parameter, if the player character communicates with a character in the habitat, the control unit 120 may have the character utter a line of dialogue determined based on the improved habitability parameter.

[0123] [program] Each component of System 1 according to this embodiment, as shown in Figures 1 to 4, can be realized by having a processing unit (processor) such as a Central Processing Unit (CPU) execute a program (for example, a program to cause a computer to run a game in which one or more locations where objects can be placed are set adjacent to each other in a virtual space), that is, by software processing. Alternatively, it can be realized by pre-writing a program to hardware as an electronic component such as an Integrated Circuit (IC). The processor is hardware for executing the instruction set described in the program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Furthermore, software and hardware can be used in combination.

[0124] In other words, the program according to this embodiment is a program that causes a computer to run a predetermined game (for example, a game in which one or more placement locations where objects can be placed are set adjacent to each other (i.e., alternately) in a virtual space). The program according to this embodiment can be pre-installed in, for example, an IC or ROM. The program can also be provided as a computer program by recording it on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium in an installable or executable file format. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or DVD. Furthermore, the program can also be pre-stored on a computer connected to a communication network such as the Internet, and made available for download via the communication network.

[0125] The program according to this embodiment interacts with the CPU and the like to cause the program to function as the output unit 100, output control unit 102, input unit 104, input control unit 106, control unit 120, placement condition storage unit 131, habitat information storage unit 132, character information storage unit 133, object information storage unit 134, user information storage unit 135, and area information storage unit 136, as described in Figures 1 to 4.

[0126] [Effects of the embodiment] In System 1 according to this embodiment, when a combination of objects placed in a unit space within a virtual space matches predetermined placement conditions, a predetermined area including that unit space becomes the habitat of a character determined by lottery from one or more characters associated with habitats corresponding to the placement conditions. Then, by having the player character controlled by the user perform predetermined actions, the user can register information about the habitat and the character in the user's encyclopedia (habitat map encyclopedia and character encyclopedia). As a result, System 1 can provide the enjoyment of construction and discovery, such as what kind of character's habitat can be constructed and what kind of character will appear from the habitat. Furthermore, in System 1, since the user can register information about habitats constructed in the virtual space and characters discovered in the virtual space in a predetermined encyclopedia through gameplay, it can provide the user with the enjoyment of gameplay other than simply placing structures in the virtual space, such as the enjoyment of filling out the encyclopedia.

[0127] Although embodiments of the present invention have been described above, the embodiments described above do not limit the invention as defined in the claims. Furthermore, it should be noted that not all combinations of features described in the embodiments are necessarily essential for solving the problem of the invention. Moreover, the technical elements of the embodiments described above may be applied individually or may be divided into multiple parts, such as program components and hardware components, and applied accordingly.

[0128] Furthermore, the functions realized by the components described herein may be implemented in a circuit or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this specification, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0129] Furthermore, the program according to this embodiment may also be referred to in the following supplementary information, which should not be confused with the claims.

[0130] (Additional note 1) A program for causing a computer to run a game using a virtual three-dimensional space comprising a processor and memory, and having multiple unit spaces, The program is provided to the processor, The steps include: placing one or more objects in one or more unit spaces, If the placement of the one or more objects that have been placed satisfies a placement condition corresponding to a single habitat information, the step of determining one or more characters whose habitat is a region that includes the one or more unit spaces, The steps include making one or more characters appear in the habitat, If one or more of the aforementioned characters or one of the aforementioned habitat information is not associated with the user, the steps include associating at least one of the aforementioned characters or one of the aforementioned habitat information with the user. A program that executes the command. (Additional note 2) A program comprising a processor and memory, for causing a computer to run a predetermined game, The program is provided to the processor, In a game using a virtual three-dimensional space composed of multiple unit spaces, the steps include associating the placement conditions of objects that can be placed in the unit space with each user, and storing habitat information and character information. In response to the user's placement instructions, when a player character places a first object in a first unit space, if a plurality of objects, including the first object, placed in a first region composed of a plurality of unit spaces including the first unit space, satisfy a first placement condition corresponding to the first habitat information, the first region and the first habitat information are associated. A step of determining a first character based on first character information corresponding to the first habitat information, The steps include: making the first character, whose habitat is the region including the first unit space, appear in the game; If the first character or the first habitat information is not registered, the first character or the first habitat information is registered in a designated field guide. A program that executes the command. [Explanation of Symbols]

[0131] 1 System 100 Output section 102 Output Control Unit 104 Input section 106 Input Control Unit 120 Control Unit 130 Storage Unit 131 Arrangement Condition Storage Unit 132 Habitat Information Storage Unit 133 Character Information Storage Unit 134 Object Information Storage Unit 135 User Information Storage Unit 136 Area Information Storage Unit 200 areas Objects 300, 302, 304, and 306 400, 402, 404, 406, 408, 410, 412 Unit space 500 virtual spaces

Claims

1. A program comprising a processor and memory, for causing a computer to run a predetermined game, The program is provided to the processor, Habitat information and character information are stored in a predetermined memory in association with placement conditions for objects that can be placed in a unit space in a virtual three-dimensional space composed of multiple unit spaces, and when a player character places a first object in a first unit space in response to a placement instruction from the user, if multiple objects, including the first object, placed in a first region composed of the first unit space satisfy a first placement condition corresponding to the first habitat information, the first region and the first habitat information are associated. A step of determining a first character based on first character information corresponding to the first habitat information, The steps include associating the first character with the first region as its habitat and making the first character appear within the first region, If the first habitat information is not registered in association with the user, the first habitat information is registered in association with the user. A program that executes the command.

2. The program according to claim 1, wherein in the step of making the character appear, the player character communicates with the first character that has appeared in the first area based on the user's instructions, and outputs that the habitat is the habitat of the first character.

3. The program according to claim 1, wherein the step of causing the character to appear changes the likelihood of the first character appearing in the first area based on at least one of the time or weather in the game of the habitat.

4. The program according to claim 1, wherein the registration step allows predetermined habitat information to be registered in the user's registration area when the player character performs a predetermined action on a predetermined sign output in the virtual three-dimensional space based on the user's instructions, or when the player character communicates with a predetermined character present in the virtual three-dimensional space.

5. The program according to claim 1, wherein the registration step is to register the first habitat information in the user's registration area at the time the first area and the first habitat information are associated in the association step.

6. The first character information includes information about multiple characters, The program according to claim 1, wherein the step of making a character appear determines a character selected by lottery from the plurality of characters as the first character.

7. A step of outputting the likelihood of each of the plurality of characters included in the first character information appearing within the first region, along with the first arrangement conditions. The program according to claim 6, which further executes the following.

8. The program according to claim 6, wherein, if a predetermined item is placed in the first area, the step of determining the first character is determined to be the first character with priority over the plurality of characters included in the first character information.

9. A step of determining the weather in the virtual three-dimensional space including the first region at predetermined time intervals, based on a parameter determined based on at least one element selected from a group consisting of the types of objects placed in the first region and the number of such objects. Let's execute this further, The first placement condition includes the weather conditions of the first region in which the object is placed, The program according to claim 6, wherein the plurality of characters included in the first character information include characters that are excluded from the first character in the step of making them appear in weather conditions corresponding to the weather conditions.

10. The program according to claim 1, which, when the player character is located within a predetermined range from the first region based on the user's instructions, further performs the step of outputting first habitat information corresponding to the first region and information of one or more characters included in the first character information corresponding to the first habitat information.

11. The program according to claim 1, wherein the step of making something appear includes, if a predetermined appearance object is included in the first area, the output mode of the appearance object is set to a first mode, and if the player character performs a predetermined action on the appearance object in the first mode based on the user's instruction, the output mode is set to a second mode and the first character appears.

12. The program according to claim 1, wherein the first character is capable of acting within the habitat and within a predetermined range from the habitat.

13. The program according to claim 1, in cases where one or more objects, including the first object placed in the first region, satisfy the first placement condition, and at least one of the one or more objects disappears, further performing the steps of disassociating the first region with the first habitat information and disassociating the first region with the first character.

14. The program according to claim 13, wherein, after the execution of the deactivation step, the first character becomes able to act in the habitat and any location outside the habitat.

15. The program according to claim 13, which further causes the program to perform the step of associating the first character with the second region if a predetermined habitat information is associated with the first character within a predetermined range, and a second region exists to which the first character can be further associated, and the first character is a character included in character information corresponding to the predetermined habitat information.

16. A system comprising means for performing all steps performed in the invention according to any one of claims 1 to 15.

17. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 15.

18. A server comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 15.

19. A game method to be executed on a computer having a processor and memory, A method by which the processor performs all the steps performed in the invention according to any one of claims 1 to 15.

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