Information processing program, information processing method, and information processing system
The system addresses the issue of spoilers in games by allowing content access and rewards based on conditions, maintaining player interest and engagement.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- CYGAMES INC
- Filing Date
- 2025-12-23
- Publication Date
- 2026-07-02
AI Technical Summary
Existing games risk a decrease in player interest due to exposure to spoilers about the story content before viewing it.
Implementing a system where specific game content becomes viewable or playable after meeting conditions such as viewing related content and performing arbitrary operations, with rewards assigned based on game type and player ID.
This approach helps maintain player engagement by preventing spoilers and incentivizing gameplay progression through conditional content access and rewards.
Smart Images

Figure JP2025044931_02072026_PF_FP_ABST
Abstract
Description
Information Processing Program, Information Processing Method, and Information Processing System
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system.
[0002] Patent Document 1 discloses a game in which a story that can be viewed by a player is newly released according to the play situation.
[0003] Japanese Patent Application Laid-Open No. 2024-152820
[0004] In the game disclosed in Patent Document 1 above, for example, if a player receives a so-called spoiler about the content of the story before viewing the story, the interest of the game may decrease.
[0005] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system capable of suppressing the possibility of a decrease in the interest of a game.
[0006] To solve the above problems, the information processing program causes a computer to perform: a process of browsing the content selected by a player among the content including specific content; a process of making at least a part of the content of the game selected by the player among the games including a specific game related to the content of the specific content viewable, or a process of making the game selected by the player executable; a process of awarding a reward determined according to the type of the executed game to the player ID of the player, and the process of making at least a part of the content of the game selected by the player viewable, or the process of making the game selected by the player executable makes at least a part of the content of the specific game selected by the player viewable, or makes the specific game selected by the player executable after at least one of the first condition and the second condition is satisfied, the first condition includes that the specific content is viewed, and the second condition includes that an arbitrary operation is input by the player.
[0007] After viewing a plurality of the aforementioned contents, which have a predetermined progression order, the specific content becomes selectable, and the specific content may be configured to identify at least a part of the content of the specific game.
[0008] If the second condition is met, at least a portion of the content of the specific game may become viewable, or the specific game selected by the player may become playable, without viewing the specific content.
[0009] To solve the above problems, the information processing method is an information processing method performed by one or more computers, wherein the computers perform the following: a process of viewing content selected by a player from among content including specific content; a process of making at least a part of the content of a game selected by a player from among games including a specific game related to the content of the specific content viewable, or making the game selected by the player playable; and a process of assigning a reward determined according to the type of game played to the player's player ID, wherein the process of making at least a part of the content of the game selected by the player viewable, or making the game selected by the player playable, occurs after at least one of the first and second conditions is met, the first condition includes the viewing of the specific content, and the second condition includes the input of an arbitrary operation by the player.
[0010] To solve the above problems, the information processing system is an information processing system comprising one or more computers, wherein the computers perform the following: a process of viewing content selected by a player from among content including specific content; a process of making at least a portion of the content of a game selected by a player from among games including a specific game related to the content of the specific content viewable, or making the game selected by the player executable; and a process of assigning a reward determined according to the type of game executed to the player's player ID, wherein the process of making at least a portion of the content of the game selected by the player viewable, or making the game selected by the player executable, occurs after at least one of the first and second conditions is met, the first condition includes viewing the specific content, and the second condition includes inputting an arbitrary operation by the player.
[0011] According to the present invention, it is possible to suppress the risk of a decrease in the enjoyment of the game.
[0012] Figure 1 is an explanatory diagram showing the general configuration of the information processing system. Figure 2A is a diagram illustrating the hardware configuration of the player terminal. Figure 2B is a diagram illustrating the hardware configuration of the server. Figure 3A is the first diagram illustrating an example of the home screen. Figure 3B is a diagram illustrating an example of the event announcement dialog. Figure 3C is a diagram illustrating an example of the PV playback screen. Figure 4 is the second diagram illustrating an example of the home screen. Figure 5A is a diagram illustrating an example of the ally character confirmation screen. Figure 5B is a diagram illustrating an example of the story screen. Figure 5C is a diagram illustrating an example of the quest screen. Figure 6A is a diagram illustrating an example of the main quest screen. Figure 6B is a diagram illustrating an example of the main quest selection screen. Figure 6C is a diagram illustrating an example of the party selection screen. Figure 7A is a diagram illustrating an example of the battle game screen. Figure 7B is a diagram illustrating an example of the results screen. Figure 8 is a diagram illustrating an example of the event top screen. Figure 9 is the first diagram illustrating an example of the event quest boss screen. Figure 10A is the second diagram illustrating an example of the event quest boss screen. Figure 10B is a diagram illustrating an example of boss release information. Figure 11 is a diagram illustrating an example of a boss battle release confirmation dialog. Figure 12 is a third diagram illustrating an example of an event quest boss screen. Figure 13 is a diagram illustrating an example of a boss details screen. Figure 14 is a diagram illustrating an example of story management information. Figure 15 is a first diagram illustrating an example of an event story screen. Figure 16A is a diagram illustrating an example of a data download confirmation dialog. Figure 16B is a diagram illustrating an example of an event story playback screen. Figure 17 is a second diagram illustrating an example of an event story screen. Figure 18 is a diagram illustrating the configuration of the storage device and its functions as a computer on the player terminal. Figure 19 is a diagram illustrating the configuration of the storage device and its functions as a computer on the server. Figure 20 is a flowchart illustrating an example of login processing on the player terminal. Figure 21 is a flowchart illustrating an example of story screen management processing on the player terminal. Figure 22 is a flowchart illustrating an example of story playback screen management processing on the player terminal.Figure 23 is a flowchart illustrating an example of player information management processing on the server. Figure 24 is a diagram illustrating an example of an event story screen related to a modified version.
[0013] An embodiment of the present invention will be described in detail below with reference to the attached drawings. The dimensions, materials, and other specific numerical values shown in this embodiment are merely examples for the sake of ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same function and configuration are denoted by the same reference numerals to avoid redundant explanations, and elements not directly related to the present invention are omitted from the illustration.
[0014] (Overall Configuration of Information Processing System S) Figure 1 is an explanatory diagram showing the schematic configuration of information processing system S. Information processing system S is a so-called client-server system that includes a player terminal 1 that functions as a client, i.e., a game terminal, a server 1000, and a communication network N having a communication base station Na.
[0015] In this embodiment, the information processing system S consists of a player terminal 1 and a server 1000 that function as a game device G. The player terminal 1 and the server 1000 are each assigned a role in controlling the progress of the game, and the game can be played through the cooperation of the player terminal 1 and the server 1000.
[0016] The player terminal 1 can establish communication with the server 1000 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication with the server 1000. Examples of player terminals 1 include smartphones, mobile phones, tablet devices, personal computers, and game consoles. In this embodiment, the case in which a smartphone is used as the player terminal 1 will be described.
[0017] Server 1000 communicates with multiple player terminals 1. Server 1000 stores various types of information for each player playing the game. Furthermore, based on operations input from the player terminals 1, Server 1000 performs processes such as updating the stored information and downloading images and other information to the player terminals 1.
[0018] The communication base station Na is connected to the communication network N and transmits and receives information wirelessly with the player terminal 1. The communication network N consists of a mobile phone network, the internet network, a LAN (Local Area Network), a dedicated line, etc., and enables wireless or wired communication between the player terminal 1 and the server 1000.
[0019] (Hardware configuration of player terminal 1 and server 1000) Figure 2A is a diagram illustrating the hardware configuration of player terminal 1. Figure 2B is a diagram illustrating the hardware configuration of server 1000. As shown in Figure 2A, player terminal 1 is composed of a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0020] Furthermore, as shown in Figure 2B, the server 1000 is configured to include a CPU 1010, a storage device 1012, a bus 1014, an input / output interface 1016, a storage unit 1018, a communication unit 1020, an input unit 1022, and an output unit 1024.
[0021] The configurations and functions of the CPU 1010, storage device 1012, bus 1014, input / output interface 1016, memory unit 1018, communication unit 1020, input unit 1022, and output unit 1024 of the server 1000 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, memory unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1, respectively. Therefore, the hardware configuration of the player terminal 1 will be described below, and the server 1000 will not be described.
[0022] The CPU 10 controls the game's progress by running the program stored in the storage device 12. The storage device 12 consists of ROM (Read Only Memory) or RAM (Random Access Memory) and stores the program and various data necessary for controlling the game's progress. The storage device 12 is connected to the CPU 10 via the bus 14.
[0023] An input / output interface 16 is connected to the bus 14. A storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected to the input / output interface 16.
[0024] The memory unit 18 is composed of semiconductor memory such as DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the memory unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0025] The communication unit 20 is wirelessly connected to the communication base station Na and transmits and receives various data and information such as programs to and from the server 1000 via the communication network N. In the player terminal 1, programs and the like received from the server 1000 are stored in the storage device 12 or the storage unit 18.
[0026] The input unit 22 is composed of, for example, a touch panel, buttons, keyboard, mouse, directional pad, analog controller, etc., which receive (accept) the player's operations. Alternatively, the input unit 22 may be a dedicated controller provided on the player terminal 1 or connected to (externally attached to) the player terminal 1. Furthermore, the input unit 22 may consist of an accelerometer that detects the tilt or movement of the player terminal 1, or a microphone that detects the player's voice. In other words, the input unit 22 broadly includes devices that allow the player's intentions to be input in an identifiable manner.
[0027] The output unit 24 includes a display device and a speaker. The output unit 24 may also be a device connected to (externally attached to) the player terminal 1. In this embodiment, the player terminal 1 is equipped with a display 26 as the output unit 24 and a touch panel superimposed on the display 26 as the input unit 22.
[0028] (Game Content) Next, the content of the game provided by the information processing system S (game device G) of this embodiment will be explained using an example. In this embodiment, a so-called battle game is provided in which allied characters compete against enemy characters. In the game of this embodiment, the game operator provides the player with multiple allied characters. For example, a player can own multiple allied characters obtained through a lottery known as gacha, or multiple allied characters distributed by the operator.
[0029] Players can select multiple characters (in this case, five) from their owned allies to form a party. Players can then use this party to play battle games. The goal of the battle games is for the allied characters in the party to defeat enemy characters (clear the stage) and earn rewards. Players can play multiple types of battle games with different enemy characters and difficulty levels.
[0030] Figure 3A is the first diagram illustrating an example of the home screen 40. The home screen 40 shown in Figure 3A is the first screen displayed after the player taps the display 26 on the title screen (not shown) (i.e., after the game starts). As shown in Figure 3A, the home screen 40 displays a menu bar 41 at the bottom of the display 26.
[0031] The menu bar 41 is provided with multiple control sections that the player can operate (tap). The menu bar 41 includes a home screen selection control section 41a labeled "Home," a ally character confirmation screen selection control section 41b labeled "Character," a story screen selection control section 41c labeled "Story," a quest screen selection control section 41d labeled "Quest," a gacha screen selection control section 41e labeled "Gacha," and a menu screen selection control section 41f labeled "Menu." In addition, the control section corresponding to each screen is highlighted on the menu bar 41 so that the screen currently displayed on the display 26 can be identified.
[0032] When the home screen selection operation unit 41a is tapped, the home screen 40 shown in Figure 3A is displayed on the display 26. When the ally character confirmation screen selection operation unit 41b is tapped, the ally character confirmation screen 50 (Figure 5A), which will be described later, is displayed on the display 26. When the story screen selection operation unit 41c is tapped, the story screen 60 (Figure 5B), which will be described later, is displayed on the display 26. When the quest screen selection operation unit 41d is tapped, the quest screen 70 (Figure 5C), which will be described later, is displayed on the display 26.
[0033] Furthermore, when the gacha screen selection operation unit 41e is tapped, a gacha screen (not shown) is displayed on the display 26. Also, when the menu screen selection operation unit 41f is tapped, a menu screen (not shown) is displayed on the display 26. Although a detailed explanation is omitted here, the gacha screen allows players to perform a gacha draw to acquire ally characters by lottery. The menu screen allows players to check game settings and various information.
[0034] As shown in Figure 3A, a header display area 42 is provided at the top of the home screen 40. The header display area 42 displays player information associated with the player ID. For example, the header display area 42 displays level information 42a indicating the player level, and a stamina display bar 42b indicating the player's stamina. Also, as shown in Figure 3A, the player's stamina is displayed numerically below the stamina display bar 42b.
[0035] Player information includes player ID, ally character identification information (hereinafter referred to as ally character ID) to identify ally characters owned by the player, level information 42a, stamina information displayed on the stamina display bar 42b, story management information (Figure 14) described later, boss unlock information (Figure 10B) described later, battle game clear information, and in-game currency information indicating the amount of in-game currency owned by the player.
[0036] Stamina is a parameter necessary for players to play battle games. In this embodiment, multiple types of battle games are provided, and each battle game has a set stamina consumption value required to play, a maximum number of times it can be played per day, and so on. When a player plays a battle game that has a set stamina consumption value, the player will consume stamina to play the battle game. Therefore, if the player does not have enough stamina, they will not be able to play the battle game.
[0037] While a detailed explanation is omitted, when a player wins a battle game, they can acquire a predetermined amount of player experience points. Each time the player experience points reach a certain value, the player level increases. A stamina limit is set for each player level. As the player level increases, the stamina limit increases. Stamina recovers within the limit by a predetermined amount (e.g., 1 point) at regular intervals (e.g., every 5 minutes). The stamina display bar 42b visually shows the current stamina remaining relative to the stamina limit. The stamina value displayed at the bottom of the stamina display bar 42b, in the example "260 / 277" in Figure 3A, shows the stamina limit "277" as the denominator and the player's current stamina "260" as the numerator.
[0038] Furthermore, in the game of this embodiment, there may be "events" that players can play for a predetermined period (for example, one week). As shown in Figure 3A, on the home screen 40, an event announcement display 43 is displayed to inform players of the upcoming "event" in advance of the event's start date. The event announcement display 43 displays various information related to the upcoming "event". For example, as shown in Figure 3A, the event announcement display 43 displays the title of the upcoming "event" (in the example shown in Figure 3A, it is "Event A"). Once the "event" starts, the event announcement display 43 is hidden.
[0039] Furthermore, when the event announcement display 43 is tapped, the event announcement dialog 44 is displayed on the display 26. Figure 3B is a diagram illustrating an example of the event announcement dialog 44. As shown in Figure 3B, the event announcement dialog 44 displays various information related to the scheduled "event". For example, as shown in Figure 3B, the event announcement dialog 44 displays the title of the scheduled "event" (in the example shown in Figure 3A, "Event A") and the date on which the "event" will start.
[0040] Furthermore, as shown in Figure 3B, the event hosting dialog 44 displays the PV operation unit 45, the preview operation unit 46, and the close operation unit 47 as controls that the player can operate. Depending on the type of "event" to be held, either the PV operation unit 45 or the preview operation unit 46, or both, may be hidden.
[0041] When the PV operation section 45 of the event announcement dialog 44 is tapped, the PV playback screen 48 is displayed on the display 26 for a predetermined playback period. Figure 3C is a diagram illustrating an example of the PV playback screen 48. As shown in Figure 3C, the PV playback screen 48 displays a promotional video for the upcoming "event". When the playback period ends, the display of the PV playback screen 48 ends, and the event announcement dialog 44 is displayed on the display 26.
[0042] Also, when the preview operation unit 46 of the event holding dialog 44 is tapped, a preview playback screen (not shown) is displayed on the display 26 for a predetermined playback period. In the preview playback screen, a preview video for the purpose of promoting the "event" scheduled to be held is displayed. When the playback period ends, the display of the preview playback screen ends, and the event holding dialog 44 is displayed on the display 26.
[0043] Note that in both the PV video played on the PV playback screen 48 and the preview video played on the preview playback screen, images and videos for the purpose of promoting the "event" scheduled to be held are displayed. However, at least a part of the displayed images and videos may be different. Also, the playback periods of the PV playback screen 48 and the preview playback screen may be different. For example, the playback period of the PV playback screen 48 may be longer or shorter than the playback period of the preview playback screen.
[0044] Also, when the close operation unit 47 of the event holding dialog 44 is operated, the event holding dialog 44 becomes non-displayed.
[0045] As described above, the event preview display 43 in FIG. 3A is displayed in the period before the "event" starts, and when the "event" starts, the event preview display 43 becomes non-displayed. FIG. 4 is a second diagram for explaining an example of the home screen 40. When the "event" starts, instead of the event preview display 43, as shown in FIG. 4, an event in-progress display 49 is displayed. In the event in-progress display 49, various information related to the "event" in progress is displayed. For example, as shown in FIG. 4, the title of the "event" in progress is displayed in the event in-progress display 49. Note that when the "event" ends, the event in-progress display 49 becomes non-displayed. Also, when the event in-progress display 49 is tapped, an event top screen 90 (FIG. 8) described later is displayed on the display 26.
[0046] FIG. 5A is a diagram for explaining an example of the ally character confirmation screen 50. When the ally character confirmation screen selection operation unit 41b of the menu bar 41 is tapped, as shown in FIG. 5A, the ally character confirmation screen 50 is displayed on the display 26. On the ally character confirmation screen 50, all the images of the ally characters corresponding to the ally character IDs associated with the player ID are displayed.
[0047] That is, on the ally character confirmation screen 50, all the ally characters owned by the player are displayed. Note that different IDs are assigned to each ally character. And when the player acquires a new ally character by, for example, gacha lottery, the ally character ID of the acquired ally character is associated with the player ID of that player.
[0048] Information regarding the experience value and information regarding the level are stored in association with the ally character ID. The experience value increases when winning in a battle game described later or when using a predetermined item. The level is set corresponding to the experience value, and the level increases every time the experience value reaches a predetermined value. Note that an upper limit value of the level is set for each ally character, and the level increases only within the range up to the upper limit value.
[0049] In addition, for the ally character, base values of combat power such as life points, attack power, and defense power are set based on the level. The higher the combat power of the ally character, the more advantageously the player can progress in the battle game. Also, each base value set for the ally character increases as the level increases.
[0050] Furthermore, weapons and armor equipment can be equipped (set) on the ally character. An addition value for attack power, defense power, etc. is set for each piece of equipment. When equipping the equipment, the addition value of each piece of equipment is added to the above base value, and the combat power of the ally character can be increased. Information regarding these weapons and armor equipment is also associated with the ally character ID and is configured as part of the player information.
[0051] Figure 5B is a diagram illustrating an example of the story screen 60. When the story screen selection operation section 41c of the menu bar 41 is tapped, the story screen 60 is displayed on the display 26 as shown in Figure 5B. The story screen 60 displays the menu bar 41, the header display area 42, the main story selection operation section 61, the character story selection operation section 62, and the extra story selection operation section 63.
[0052] When the main story selection area 61 on the story screen 60 is tapped, a main story screen (not shown) is displayed on the display 26. The main story screen displays multiple main stories that are unlocked according to the progress of the "main quest" described later. When a new main story is unlocked as the player progresses through the main quest described later, the player can view the unlocked main story from the main story screen (not shown).
[0053] Furthermore, when the character story selection control unit 62 on the story screen 60 is operated (tapped), character stories (not shown) that are unlocked according to the intimacy level of the allied characters are displayed on the display 26.
[0054] The intimacy level of allied characters increases when you win battle games (described later) or when you use certain items. Each time the intimacy level reaches a certain value, the intimacy rank increases. Note that each allied character has an upper limit for their intimacy rank, and the rank will only increase up to that limit. When an allied character's intimacy level reaches the upper limit, all of that character's character stories are unlocked. When a new character story is unlocked, the player can view the unlocked character story from the character story screen (not shown).
[0055] Furthermore, when the extra story selection operation section 63 in the story screen 60 is operated (tapped), an extra story screen (not shown) is displayed on the display 26. On the extra story screen, for example, multiple event stories that are unlocked according to the progress of the "event" are displayed. When a new event story is unlocked as the player progresses through the "event," the player can view the unlocked event story from the extra story screen (not shown). Note that event stories can also be viewed from the event story screen 200 (Figure 15), which will be described later.
[0056] Figure 5C illustrates an example of the quest screen 70. When the quest screen selection operation unit 41d on the menu bar 41 is tapped, the quest screen 70 is displayed on the display 26, as shown in Figure 5C. The quest screen 70 displays the menu bar 41, the header display area 42, and multiple game type selection operation units 71 indicating the types of battle games offered. In this case, five types of battle games are offered, and five game type selection operation units 71 are displayed.
[0057] The game type selection control unit 71 includes a main quest selection control unit 71a labeled "Main Quest," a guild battle selection control unit 71b labeled "Guild Battle," a 1v1 battle selection control unit 71c labeled "1v1 Battle," a 3v3 battle selection control unit 71d labeled "3v3 Battle," and an event quest selection control unit 71e labeled "Event."
[0058] When the main quest selection control 71a is tapped, the main quest screen 72 (Figure 6A), described later, is displayed on the display 26. Similarly, when the guild battle selection control 71b is tapped, a guild battle screen (not shown) is displayed on the display 26. Likewise, when the 1v1 battle selection control 71c is tapped, a 1v1 battle screen (not shown) is displayed on the display 26. When the 3v3 battle selection control 71d is tapped, a 3v3 battle screen (not shown) is displayed on the display 26. When the event quest selection control 71e is tapped, the event top screen 90 (Figure 8), described later, is displayed on the display 26.
[0059] The event quest selection control unit 71e is displayed on the display 26 during the event period. When the event ends, the event quest selection control unit 71e is hidden. In other words, outside of the event period, the event quest selection control unit 71e is hidden, and four game type selection control units 71 are displayed: the main quest selection control unit 71a, the guild battle selection control unit 71b, the 1v1 battle selection control unit 71c, and the 3v3 battle selection control unit 71d.
[0060] Note that some battle games have unlock conditions. These conditions may include, for example, having a player level above a certain value, or having cleared other designated battle games. Furthermore, each battle game type has multiple battle games (layers or loops) belonging to it. Each of these battle games also has its own unlock conditions. When the unlock conditions are met, the game unlock information included in the player information will be updated.
[0061] On player terminal 1, it is determined whether or not a battle game is unlocked based on game unlock information, and only the game type selection operation unit 71 of battle games that meet the unlock conditions accepts the player's operation (tap). Therefore, the player can only play battle games that meet the unlock conditions.
[0062] When the main quest selection operation section 71a on the quest screen 70 is tapped, the main quest screen 72 is displayed on the display 26. Figure 6A is a diagram illustrating an example of the main quest screen 72. Figure 6B is a diagram illustrating an example of the main quest selection screen 74.
[0063] As shown in Figure 6A, the main quest screen 72 displays a menu bar 41, a header display area 42, and a main quest operation unit 73 for selecting multiple battle games (hierarchies) belonging to the main quest.
[0064] In the main quest, each area has multiple levels. For example, the first area has 15 levels of battle games, from "1-1" to "1-15". Similarly, the second area has 15 levels of battle games, from "2-1" to "2-15". There are dozens of such areas with multiple levels.
[0065] The main quest control panel 73 also displays the clear information for each battle game. The clear information is indicated, for example, by three stars. In battle games belonging to the main quest, when you clear the battle game, you will earn stars according to the number of allied characters whose life points were at zero at the time of clearing. For example, if no allied characters have zero life points, you will earn three stars; if one allied character has zero life points, you will earn two stars; and if two or more allied characters have zero life points, you will earn one star.
[0066] In the example shown in Figure 6A, three stars were earned in the "1-1" battle game, two stars in the "1-2" battle game, and one star in the "1-3" battle game. In the "1-4" battle game, no stars were earned, and it is reported that this battle game was not cleared.
[0067] In the main quest, the unlock condition is to clear the previous battle game. For example, in the example shown in Figure 6A, clearing battle games "1-3" unlocks battle game "1-4," but subsequent battle games (not shown, "1-5" and beyond) remain unlocked.
[0068] Furthermore, clearing the final battle game in a designated area unlocks the next area. Specifically, for example, clearing the "1-15" battle game, which is the final battle game in the first area, unlocks the second area. Once the second area is unlocked, the player can select "2-1," which is the first battle game in the second area. Similarly, clearing the "2-15" battle game, which is the final battle game in the second area, unlocks the third area. Once the third area is unlocked, the player can select "3-1," which is the first battle game in the third area.
[0069] In this way, players can unlock areas sequentially by clearing the selectable battle games one after another. However, if a player clears the last battle game (e.g., "60-15") belonging to the last area implemented in the game (e.g., area 60), the next area (e.g., area 61) will not be unlocked immediately. In this case, the next area (e.g., area 61) will be unlocked when that area is implemented. For example, a predetermined number of new areas (e.g., one or more) may be implemented (added) at predetermined intervals (e.g., one month).
[0070] On the main quest screen 72, if, for example, the main quest operation unit 73 for battle game "1-4" is operated (tapped), the main quest selection screen 74 shown in Figure 6B will be displayed on the display 26. The main quest selection screen 74 displays the enemy characters that appear in that battle game and the items (rewards) that can be obtained in that battle game.
[0071] Additionally, the main quest selection screen 74 displays the stamina remaining after consuming stamina to participate in a battle game. Specifically, as shown in Figure 6B, the event quest selection screen 174 displays that if the "1-4" battle game is played, the current stamina of 260 will be consumed and will change to 252.
[0072] Furthermore, the main quest selection screen 74 displays a challenge operation section 75 labeled "Challenge" for the player to take on the battle game selected by the player, and a cancel operation section 76 labeled "Cancel" for the player to cancel the process corresponding to the currently displayed screen.
[0073] When the cancel operation unit 76 is operated (tapped), the main quest screen 72 shown in Figure 6A is displayed on the display 26, and the challenge to the selected battle game "1-4" is canceled.
[0074] Furthermore, when the challenge operation unit 75 is operated (tapped), the party selection screen 77 is displayed on the display 26. Figure 6C is a diagram illustrating an example of the party selection screen 77. The party selection screen 77 displays all the allied characters owned by the player. In addition, a selected allied character display area 78 is displayed at the bottom of the party selection screen 77, which displays the selected allied character.
[0075] On the party selection screen 77, when the player operates (taps) a displayed ally character, the operated (taped) ally character is displayed in the selected ally character display area 78. In other words, here, from among the multiple ally character IDs associated with the player ID, the ally character ID to be used in the battle game (to determine the party) is selected. A party is formed when multiple ally characters are selected by the player.
[0076] In this embodiment, players can borrow support characters from other players who have completed friend registration in battle games. Players can also borrow support characters from other players who have not completed friend registration (non-friends) in battle games.
[0077] In the upper right corner of the party selection screen 77, a support control panel 77a labeled "Support" is displayed. When the support control panel 77a is tapped, the support characters of other players who have completed friend registration, as well as the support characters of other players (non-friends) selected randomly, are displayed in a list on the party selection screen 77.
[0078] In this embodiment, the maximum number of support characters that can be included in a party is set for each type of battle game. In this embodiment, the maximum number is set to 1 for battle games belonging to the main quest. In battle games belonging to the boss quest, which will be described later, the maximum number is set to 5. In addition, in this embodiment, in battle games belonging to the main quest, a predetermined amount of in-game currency must be consumed to include support characters in the party. On the other hand, in battle games belonging to the boss quest, which will be described later, it is possible to include support characters in the party without consuming in-game currency.
[0079] Additionally, the party selection screen 77 displays a cancel operation section 76 and a battle start operation section 79 labeled "Start Battle".
[0080] Once the party formation is complete and the battle start operation unit 79 is operated (tapped), the battle game starts and the battle game screen 80 (Figure 7A) is displayed on the display 26.
[0081] Figure 7A is a diagram illustrating an example of the battle game screen 80. Figure 7B is a diagram illustrating an example of the results screen 83. During the battle game, the battle game screen 80 is displayed as shown in Figure 7A. On the battle game screen 80, allied characters and enemy characters are displayed on the display 26. Allied characters are controlled by a computer and can inflict damage on enemy characters and receive damage from enemy characters. Enemy characters are also controlled by a computer and can inflict damage on allied characters and receive damage from allied characters.
[0082] When an enemy character takes damage, that damage is deducted from their life points. Similarly, when an ally character takes damage, that damage is deducted from their life points. The player wins (clears the stage) when all enemy characters' life points reach 0, and the player loses when all ally characters' life points reach 0 (loses).
[0083] Here, at the bottom of the battle game screen 80, as shown in Figure 7A, there is a ally character display area 81. The ally character display area 81 displays the life points 81a and special move gauge 81b for each ally character. The special move gauge 81b increases when an ally character takes damage from an enemy character or inflicts damage on an enemy character. When the special move gauge 81b reaches a predetermined maximum value, that ally character becomes able to use a special move. Special moves deal more damage to enemy characters than normal attacks, restore the ally character's life points, or inflict special effects on enemy characters.
[0084] There are two ways to use a special move. One is for the player to tap on an allied character whose special move gauge 81b, displayed in the allied character display area 81, has reached its maximum value. The other is for the computer to control the allied character to use the special move when the special move gauge 81b reaches its maximum value in the auto-activation state. The battle game screen 80 displays an auto-selection control unit 82, and the player can switch between auto-activation state and manual activation state by operating the auto-selection control unit 82. When the auto-selection control unit 82 is operated (tapped) in the manual activation state, the special move is used automatically. Also, when the auto-selection control unit 82 is operated (tapped) in the auto-activation state, the special move is used manually. Furthermore, even in auto-activation mode, if the special move gauge 81b has reached its maximum value and the special move has not been used by the computer control, the player can use the special move by controlling (tapping) an ally character.
[0085] Then, when the battle game ends successfully (successful completion), the results screen 83 is displayed on the display 26, as shown in Figure 7B. Figure 7B shows, as an example, the results screen 83 when an ally character wins.
[0086] The results screen 83 displays at least some of the game result information for the battle game. The results screen 83 also displays a close button 85 labeled "Close".
[0087] When the closing control unit 85 is operated (tapped), the battle screen is removed and the main quest screen 72 is displayed on the screen.
[0088] Next, we will explain "Events." In "Events," players can play event quests and boss quests. The basic aspects of the battle game in event quests and boss quests are the same as in the main quests, so we will omit redundant explanations and focus on the differences from the main quests.
[0089] Figure 8 illustrates an example of the event top screen 90. As shown in Figure 8, the event top screen 90 displays a menu bar 41. At this time, as shown in Figure 8, each of the operation sections 41a to 41f of the menu bar 41 is displayed in a manner that is not highlighted.
[0090] Furthermore, as shown in Figure 8, an event information display 91 is shown on the event top screen 90. For example, as shown in Figure 8, the event information display 91 shows the title of the ongoing "event" (in the example shown in Figure 8, "Event A") and the duration of the event. Additionally, a background image related to the content of "Event A" may be displayed on the event top screen 90. This background image may be switched according to the player's progress in "Event A".
[0091] Furthermore, as shown in Figure 8, the left side of the event information display 91 on the event top screen 90 displays the event quest operation unit 92, the subjugation token exchange operation unit 93, the event mission operation unit 94, and the sub-content operation unit 95. The position, size, and presence or absence of each operation unit displayed on the event top screen 90 may differ depending on the type of "event" being held.
[0092] When the event quest operation unit 92 is tapped, the event quest boss screen 130 is displayed on the display 26. Figure 9 is the first diagram illustrating an example of the event quest boss screen 130. As shown in Figure 9, the event quest boss screen 130 displays a menu bar 41 and a header display area 42.
[0093] Furthermore, as shown in Figure 9, a display switching bar 132 and a display area 133 are provided in the center of the event quest boss screen 130.
[0094] The display switching bar 132 is provided with multiple control sections that the player can operate. Specifically, as shown in Figure 9, the display switching bar 132 is provided with a quest control section 132a labeled "Quest" and a boss control section 132b labeled "Boss". In the display switching bar 132, the selected control section of the quest control section 132a and the boss control section 132b is highlighted. In the example shown in Figure 9, the quest control section 132a is highlighted.
[0095] When the quest operation unit 132a is selected, various displays related to the event quest are shown in the display area 133. Specifically, as shown in Figure 9, the event quest operation unit 136 for selecting multiple battle games (layers) belonging to the event quest is displayed in the display area 133.
[0096] The event quest operation unit 136 displays the clear information for each battle game, similar to the main quests described above. In this embodiment, each battle game belonging to an event quest has a limit on the number of times it can be challenged within a predetermined period (for example, every day) (for example, up to 3 times). However, an event quest may include one or more battle games that do not have a limit on the number of times they can be challenged. The event quest operation unit 136 displays information regarding the number of times it can be challenged. In the example shown in Figure 9, the number in the denominator of "3 / 3" indicates the maximum number of times it can be challenged within the predetermined period. The number in the numerator of "3 / 3" in the example shown in Figure 9 indicates the number of times it can be challenged within the predetermined period. Therefore, for example, after challenging event quest 1-1 once, the event quest operation unit 136 will display "2 / 3" as information regarding the number of times it can be challenged.
[0097] Furthermore, in event quests, just like in the main quests mentioned above, the unlock condition is to clear the previous battle game. For example, in the example in Figure 9, since the "1-1" battle game has not been cleared, the battle games from "1-2" onwards are not unlocked.
[0098] In the event quest boss screen 130, if the event quest operation unit 136 for the battle game "1-1" is operated (tapped), for example, an event quest selection screen (not shown) is displayed on the display 26. The event quest selection screen displays the enemy characters that appear in that battle game and the items (rewards) that can be obtained in that battle game, similar to the main quest selection screen 74 (Figure 6B) described above. In this embodiment, the rewards for each event quest include "Conquest Certificates".
[0099] As shown in Figure 9, the number of "Conquest Certificates" owned by the player is displayed in the upper left of the display area 133. Also, as shown in Figure 9, a Conquest Certificate Exchange Operation Unit 134 labeled "Conquest Certificate Exchange" is displayed in the display area 133. When the Conquest Certificate Exchange Operation Unit 134 is tapped, a Conquest Certificate Exchange screen (not shown) is displayed on the display 26. Similarly, when the Conquest Certificate Exchange Operation Unit 93 on the event top screen 90 in Figure 8 is tapped, a Conquest Certificate Exchange screen (not shown) is also displayed on the display 26.
[0100] In the unillustrated battle token exchange screen, players can use their battle tokens to participate in a lottery, also known as a gacha, based on their actions. Through this lottery, players can obtain various items and in-game currency usable within the game. In this embodiment, event quests that allow players to obtain battle tokens have a daily limit on the number of times they can be performed. Therefore, in order to obtain more battle tokens during the event period, players will need to perform each event quest up to its limit every day. This makes it possible to increase the players' motivation to play.
[0101] Furthermore, this embodiment includes a skip function. The skip function allows the player to skip (omit) the execution of the battle game on the battle game screen 80 by consuming a skip ticket they possess, and treat the battle game as having been cleared. In addition, various operation sections may be provided on the main quest selection screen 74 and the event quest selection screen (not shown) for specifying whether the skip function can be used, the number of skip tickets to consume, that is, the number of times the skip function can be used.
[0102] In this embodiment, the skip function can only be used for battle games in which three stars have been earned as clear information, and it is not possible to use the skip function for battle games in which three stars have not been earned as clear information. However, it may also be possible to use the skip function for battle games in which one or two stars have been earned as clear information.
[0103] Skip tickets are linked to a player's player ID as a reward for playing or clearing various battle games. Note that the methods for obtaining skip tickets are not limited to the examples above. For example, skip tickets may also be obtainable as login rewards.
[0104] As shown in Figure 9, a skip operation unit 135 labeled "Skip" is displayed in the upper right corner of the display area 133. When the skip operation unit 135 is tapped, a skip settings screen (not shown) is displayed. On the skip settings screen (not shown), the player's input is accepted to select one or more event quests from the skippable battle games belonging to event quests to which the skip function will be applied. The skip settings screen also accepts a confirmation operation to use the skip function. It is also possible to select battle games belonging to main quests as the battle games to which the skip function will be applied on the skip settings screen. Furthermore, it is possible to enable a search function on the skip settings screen that allows the player to select a desired item and displays a list of battle games in which the selected item can be obtained. The skip function may then be made available for one or more battle games selected by the player from the list of battle games displayed by the search function. This reduces the effort required of the player to collect items and improves convenience.
[0105] Figure 10A is a second diagram illustrating an example of the event quest boss screen 130. When the boss operation section 132b of the event quest boss screen 130 is tapped, various displays related to the boss quest are shown in the display area 133. Specifically, as shown in Figure 10A, the boss image display section 140 and the boss quest selection operation sections 144a, 144b, and 144c are displayed in the display area 133. In this embodiment, the skip function can be used for battle games belonging to the boss quest. However, the skip function may be disabled for battle games belonging to the boss quest. In this case, when the boss operation section 132b of the event quest boss screen 130 is tapped, the skip operation section 135 may be displayed in an inoperable state (for example, grayed out) in the display area 133. Alternatively, when the boss operation section 132b of the event quest boss screen 130 is tapped, the skip operation section 135 may be hidden in the display area 133.
[0106] In this embodiment, the enemy characters that appear in the boss quest also appear in a specific event story. Therefore, if the player becomes aware of the enemy characters that appear in the boss quest before viewing the specific event story, the plot of that event story will be spoiled.
[0107] Therefore, in this embodiment, boss release conditions are set for boss quests. Figure 10B is a diagram illustrating an example of boss release information. The boss release information shown in Figure 10B is stored on the player terminal 1 and the server 1000, linked to the player ID. As shown in Figure 10B, in the boss release information, various information such as "first release condition," "second release condition," and "boss release flag" is stored linked to an event ID that can identify the type of event.
[0108] The "First Unlock Condition" and "Second Unlock Condition" fields contain information indicating the boss unlock conditions required to execute the boss quest for the corresponding event ID.
[0109] In this embodiment, the "first unlock condition" is defined as having viewed a specific event story to the end. In the example shown in Figure 10B, the "first unlock condition" stores information indicating the story ID of a specific event story, which in this embodiment is event story "2-2".
[0110] Furthermore, in this embodiment, the "second release condition" is defined as performing a forced release operation, which includes operating the forced release operation unit 140a, which will be described later.
[0111] The "Boss Release Flag" stores information that identifies whether or not at least one of the above-mentioned "First Release Condition" and "Second Release Condition" has been met for the boss quest of the corresponding event ID. In other words, in this embodiment, if at least one of the "First Release Condition" and "Second Release Condition" has been met, "1" is stored as the "Boss Release Flag". If neither the "First Release Condition" nor the "Second Release Condition" has been met, "0" is stored as the "Boss Release Flag". The information stored in the "Boss Release Flag" is updated on server 1000.
[0112] If the "Boss Release Flag" is set to "0," that is, if neither the "First Release Condition" nor the "Second Release Condition" has been met, the boss image display unit 140 will display an image labeled "???," as shown in Figure 10A. In this case, it becomes difficult for the player to identify the enemy characters that appear in the boss quest.
[0113] Furthermore, if neither the "first unlock condition" nor the "second unlock condition" has been met, the boss image display unit 140 should display an image that makes it difficult for the player to identify the enemy characters appearing in the boss quest, and is not limited to the example shown in Figure 10A. For example, the boss image display unit 140 may display a predetermined image that vaguely indicates the enemy character, or a silhouette image that allows the player to infer the enemy characters appearing in the boss quest. This can suppress the risk of spoiling the development of a particular event story against the player's intentions. It can also suppress situations where the player is unintentionally spoiled, which would diminish the enjoyment of the game.
[0114] Furthermore, if neither the "first unlock condition" nor the "second unlock condition" has been met, the boss image display unit 140 may display a background image in a manner that makes it difficult for the player to identify the enemy characters appearing in the boss quest.
[0115] Furthermore, while the event quest boss screen 130 is displayed, BGM and character voices may be output from the speaker. If neither the "first unlock condition" nor the "second unlock condition" has been met, BGM and character voices may be output from the speaker while the event quest boss screen 130 is displayed in a manner that makes it difficult for the player to identify the enemy characters appearing in the boss quest. Alternatively, if neither the "first unlock condition" nor the "second unlock condition" has been met, BGM and character voices may not be output from the speaker while the event quest boss screen 130 is displayed.
[0116] Furthermore, if neither the "first release condition" nor the "second release condition" has been met, the boss quest selection operation units 144a, 144b, and 144c will be displayed in an inoperable state (hatched in Figure 10A), as shown in Figure 10A.
[0117] Furthermore, if neither the "first release condition" nor the "second release condition" has been met, a forced release operation unit 140a labeled "Force Release" will be displayed on the boss image display unit 140, as shown in Figure 10A. When the forced release operation unit 140a is tapped, a boss battle release confirmation dialog 150 will be displayed on the display 26.
[0118] Figure 11 illustrates an example of the boss battle unlock confirmation dialog 150. As shown in Figure 11, the boss battle unlock confirmation dialog 150 displays a warning that reads, "The boss battle contains spoilers for the event story. Do you want to challenge the boss battle without reading the story?"
[0119] Furthermore, as shown in Figure 11, the boss battle release confirmation dialog 150 displays a cancel operation section 152 labeled "Cancel", a story operation section 154 labeled "To Story", and a forced release operation section 156 labeled "Force Release" which accepts the execution of a forced release operation.
[0120] If the cancel operation unit 152 is tapped, the forced release operation is not performed, the boss battle release confirmation dialog 150 is hidden, and the event quest boss screen 130 shown in Figure 10A is displayed on the display 26.
[0121] Furthermore, if the story control unit 154 is tapped, the forced release operation is not performed, and the event story screen 200 (Figure 15), which will be described later, is displayed on the display 26.
[0122] Furthermore, when the forced release operation unit 156 is tapped and the execution of the forced release operation is accepted, the boss release conditions are met, the boss battle release confirmation dialog 150 is hidden, and the event quest boss screen 130 shown in Figure 12 is displayed on the display 26. In this case, the boss release information (Figure 10B) is updated on the server 1000 and "1" is stored as the "boss release flag".
[0123] Figure 12 is a third diagram illustrating an example of an event quest boss screen. When "1" is stored in the "Boss Release Flag," that is, when the boss release condition is met, the boss image display unit 140 displays an image that allows the player to identify the enemy character appearing in the boss quest, as shown in Figure 12. In this way, the boss image display unit 140 allows the player to identify the enemy character appearing in the boss quest only when the boss release condition is met by the player inputting a forced release operation, or when the boss release condition is met by the player viewing a specific event story to the end.
[0124] In other words, after at least one of the "first unlocking condition" and the "second unlocking condition" is met, the player will be able to identify the enemy characters appearing in the boss quest on the boss image display unit 140. Furthermore, the fact that the player will be able to identify the enemy characters appearing in the boss quest on the boss image display unit 140 also means that at least a part of the content of the boss quest will be viewable.
[0125] This helps to reduce the risk of spoilers for specific event storylines being unintentionally revealed to the player. Furthermore, it prevents situations where players are unintentionally spoiled, potentially diminishing their enjoyment of the game.
[0126] Furthermore, if the boss release conditions are met, the boss quest selection operation units 144a, 144b, and 144c are displayed in an operable manner, as shown in Figure 12. Also, if the boss release conditions are met, the forced release operation unit 140a is hidden, as shown in Figure 12.
[0127] Furthermore, if the conditions for unlocking the boss are met, the boss image display unit 140 may display a background image in a manner that allows the player to identify the enemy characters appearing in the boss quest.
[0128] Furthermore, if the conditions for unlocking the boss are met, while the event quest boss screen 130 is displayed, BGM, character voices, and other sounds may be output from the speaker in a manner that allows the player to identify the enemy characters appearing in the boss quest.
[0129] In this embodiment, the boss quest includes three battle games ("SCENARIO," "SPECIAL," and "EXHIBITION") featuring a common enemy character. Each battle game has a recommended player level, and the type of battle game and the set recommended player level are displayed on each boss quest selection operation unit 144a, 144b, and 144c. In this embodiment, the boss quest "SCENARIO" is the easiest, followed by "SPECIAL" and then "EXHIBITION," in increasing difficulty. In this embodiment, once the boss unlock conditions are met, it becomes possible to challenge each of the boss quests "SCENARIO," "SPECIAL," and "EXHIBITION." However, for the boss quest "SCENARIO" only, there may be boss unlock conditions that include a "first unlock condition" which specifies that a specific event story has been viewed to the end, and a "second unlock condition" which includes performing a forced unlock operation, including the operation of the forced unlock operation unit 140a. In this case, clearing the "SCENARIO" boss quest may unlock the "SPECIAL" boss quest. Furthermore, clearing the "SPECIAL" boss quest may unlock the "EXHIBITION" boss quest. In other words, different unlock conditions may be set for the "SPECIAL" and "EXHIBITION" boss quests than those set for the "SCENARIO" boss quest.
[0130] Furthermore, each battle game in the "SCENARIO," "SPECIAL," and "EXHIBITION" categories of boss quests may have a limit on the number of times it can be attempted. The limit on the number of attempts may be set for the duration of the "event," or it may be set for predetermined periods within the "event" duration (for example, every day). In this case, for boss quests that have reached the limit on the number of attempts, the boss quest selection operation units 144a, 144b, and 144c may be displayed in a manner that makes them unoperable.
[0131] Furthermore, there is no need to impose a limit on the number of times the boss quest battle games "SCENARIO," "SPECIAL," and "EXHIBITION" can be attempted. In this case, after clearing the boss quest "SCENARIO," "SPECIAL," and "EXHIBITION," the boss quest selection operation units 144a, 144b, and 144c will not be displayed in an unoperable state.
[0132] Furthermore, for each of the boss quest battle games, "SCENARIO," "SPECIAL," and "EXHIBITION," both versions may be implemented: one with a limit on the number of attempts, and one without a limit on the number of attempts.
[0133] Furthermore, the rewards (items) for clearing each of the boss quests, "SCENARIO," "SPECIAL," and "EXHIBITION," may be set only for the first time a player clears each battle game. In this case, rewards will not be given for clearing each of the boss quests, "SCENARIO," "SPECIAL," and "EXHIBITION," for the second time or later.
[0134] Furthermore, although this embodiment shows a case where a boss release condition is set for one enemy character, it is also possible to set different boss release conditions for multiple enemy characters.
[0135] For example, the duration of event 1 could be divided into a first half and a second half. During the first half, players could challenge the boss quest featuring the first enemy character, but not the boss quest featuring the second enemy character. Then, when the second half begins, players could be made to challenge both the boss quest featuring the first enemy character and the boss quest featuring the second enemy character.
[0136] For example, the boss unlock condition for the first enemy character may be set to viewing the event story with episode number "1-2" to the end, and the boss unlock condition for the second enemy character may be set to viewing the event story with episode number "3-3" to the end. In this case, the unlock condition for the event story with episode number "3-3" may be set so that it becomes viewable after the start of the second half of the period.
[0137] Furthermore, if both the boss release conditions set for the first enemy character and the boss release conditions set for the second enemy character are met, a display switching operation unit (not shown) may be displayed near the boss image display unit 140. Based on the operation of the display switching operation unit, it may be possible to switch between a mode in which the first enemy character is displayed on the boss image display unit 140 and a mode in which the second enemy character is displayed on the boss image display unit 140. In this case, various data such as the boss release conditions and the images displayed on the boss image display unit 140 should be managed for each type of enemy character.
[0138] Furthermore, in this embodiment, each boss quest battle game has a set upper limit on the number of times it can be cleared during the event period. Therefore, when a boss quest battle game is cleared and the number of clears reaches the upper limit, the boss quest selection operation units 144a, 144b, and 144c corresponding to that boss quest will be displayed in an inoperable state. Note that the upper limit on the number of clears may be set to a different value for each boss quest battle game, or a common value may be set. In this embodiment, the upper limit on the number of clears for each boss quest battle game is set to 1.
[0139] When any of the boss quest selection operation units 144a, 144b, or 144c is tapped, the boss details screen 160 is displayed on the display 26. Figure 13 is a diagram illustrating an example of the boss details screen 160. Figure 13 shows the boss details screen 160 that is displayed when the boss quest selection operation unit 144a is tapped, that is, when the boss quest "SCENARIO" is selected. As shown in Figure 13, the boss details screen 160 displays the type of boss quest selected by the player, the enemy characters that appear in the selected battle game, and the items (rewards) that can be obtained in that battle game. Therefore, the display of the boss details screen 160 can be said to mean that at least a part of the contents of the boss quest is viewable.
[0140] Additionally, the boss details screen 160 displays a challenge operation section 162 labeled "Challenge" for the player to take on the battle game selected by the player, and a cancel operation section 164 labeled "Cancel" for canceling the process corresponding to the currently displayed screen.
[0141] When the cancel operation button 164 is tapped, the challenge to the boss quest is canceled, the boss details screen 160 is hidden, and the event quest boss screen 130 (Figure 12) is displayed on the display 26.
[0142] Furthermore, when the challenge operation unit 162 is tapped, the party selection screen 77 (Figure 6C) is displayed on the display 26.
[0143] As described above, in this embodiment, in battle games belonging to boss quests, the maximum number of support characters that can be included in a party is set to 5. In this embodiment, it is possible to include a maximum of 5 allied characters in a party, so setting the maximum number of support characters that can be included in a party to 5 is effectively equivalent to having no limit on the number of support characters that can be included in a party. Furthermore, in battle games belonging to boss quests, it is possible to include support characters in a party without consuming in-game currency. Therefore, on the party selection screen 77, a warning message may be displayed to inform the player that there is no limit on the number of support characters that can be included in a party, and that it is possible to include support characters in a party without consuming in-game currency.
[0144] Then, when the battle start operation section 79 on the party selection screen 77 is tapped, the battle game starts, and the battle game screen 80 (Figure 7A) corresponding to the battle game of the selected boss quest is displayed on the display 26.
[0145] As described above, in this embodiment, the battle game of the boss quest selected by the player becomes playable after at least one of the "first unlock condition" and the "second unlock condition" is met. This reduces the risk of spoilers for a specific event storyline being revealed against the player's intentions. Furthermore, it prevents situations where the player is unintentionally spoiled, which could diminish the enjoyment of the game.
[0146] Furthermore, in this embodiment, if the "second unlock condition" is met while the "first unlock condition" is not met, the battle game of the boss quest selected by the player becomes playable. In other words, in situations where the player intentionally tolerates spoilers of the development of a specific event story, the battle game of the boss quest selected by the player becomes playable. As a result, players who do not mind spoilers can play the boss quest battle game without having to view the specific event story, thereby improving player convenience.
[0147] Returning to Figure 8, when the event mission operation unit 94 is tapped, an event mission screen (not shown) is displayed on the display 26. In this embodiment, multiple missions are assigned to the player in the "event". By completing the assigned missions during the event period, the player can obtain predetermined rewards. The event mission screen (not shown) displays a list of the missions assigned to the player. The event mission screen also displays the progress of each mission assigned to the player. The event mission screen accepts the player's actions to receive the rewards obtained based on the completion of the missions.
[0148] Furthermore, when the sub-content operation unit 95 is tapped, a sub-content screen (not shown) is displayed on the display 26. In this embodiment, when the player wins a predetermined battle game belonging to an event quest, a mini-game is unlocked as sub-content. The unlocked mini-game can be played on the sub-content screen. Multiple types of sub-content may be provided. In this case, different unlocking conditions may be set for each type of sub-content.
[0149] As shown in Figure 8, the PV operation unit 96, event story operation unit 97, and latest story selection operation unit 98 are displayed on the right side of the event information display 91 on the event top screen 90. When the PV operation unit 96 is tapped, the PV playback screen 48 shown in Figure 3C is displayed on the display 26 for a predetermined playback period, and the PV video is played. When the playback period ends, the display of the PV playback screen 48 ends, and the event top screen 90 is displayed on the display 26. In this embodiment, when a player watches a PV video to completion for the first time, they are given a reward (viewing reward). If the player has not yet watched a PV video to completion, an identification display such as an icon (not shown) indicating that a viewing reward can be obtained is added to the PV operation unit 96.
[0150] Figure 14 illustrates an example of story management information. The player terminal 1 and server 1000 store the story management information shown in Figure 14. Story management information is provided for each type of story (main story, character story, event story). In addition, story management information is stored in association with the player ID. The various information stored in the story management information is updated on server 1000.
[0151] In this embodiment, each story is assigned unique identification information (hereinafter referred to as a story ID). Figure 14 shows the story management information related to event stories.
[0152] As shown in Figure 14, in the story management information, various pieces of information such as "episode number," "subtitle," "unlock conditions," "unlock information," "viewing reward," and "viewed information" are stored and linked to the story ID.
[0153] The "Unlock Conditions" section stores information indicating the conditions required for a player to view the event story corresponding to the story ID. Note that different unlock conditions may be set for each story ID. Specifically, for example, unlock conditions may include clearing a specific event quest or viewing the previous event story to the end. In other words, event stories may be content with a predetermined progression order.
[0154] Furthermore, the unlock conditions for event stories are not limited to the examples above. For example, the unlock conditions for event story "3-1" may be met when event story "1-2" is viewed to the end. Alternatively, a predetermined story unlock period may be set during the event period, and event stories may be unlocked based on the arrival of this story unlock period. For example, the event period of 1 may be divided into a first half and a second half, and event stories may be unlocked based on the start of the second half. Or, event stories may be unlocked based on the start of the second half AND the completion of a specific event quest.
[0155] The "Release Information" contains information that identifies whether or not the above release conditions have been met for the event story with the corresponding story ID. In this embodiment, "1" is stored as the "Release Information" if the release conditions have been met, and "0" is stored as the "Release Information" if the release conditions have not yet been met.
[0156] The "Viewing Reward" section stores information that identifies the content of the reward (specifically, for example, the type of reward and the number of rewards) that will be awarded to the player's player ID when they view the event story corresponding to the story ID for the first time from beginning to end.
[0157] The "Viewed Information" column stores information indicating whether the player has already viewed the event story with the corresponding story ID. In this embodiment, if the event story with the corresponding story ID has already been viewed, "1" is stored as "Viewed Information," and if the event story with the corresponding story ID has not yet been viewed, "0" is stored as "Viewed Information." In other words, if "1" is stored as "Viewed Information," it can be said that the player has already received the viewing reward for the event story with the corresponding story ID. Conversely, if "0" is stored as "Viewed Information," it can be said that the player has not yet received the viewing reward for the event story with the corresponding story ID.
[0158] Returning to Figure 8, when the event story operation unit 97 on the event top screen 90 is tapped, the event story screen 200 is displayed on the display 26 based on the story management information (Figure 14). Figure 15 is the first diagram illustrating an example of the event story screen 200. As shown in Figure 15, an operation unit 201 that accepts player input to end the display of the event story screen 200 is displayed in the upper left corner of the event story screen 200. When the operation unit 201 is tapped, the display of the event story screen 200 ends, and the event top screen 90 (Figure 8) is displayed on the display 26.
[0159] Furthermore, as shown in Figure 15, the event story screen 200 displays multiple story selection operation units 202a and 202b. In the example shown in Figure 15, story selection operation unit 202a corresponds to event stories whose unlock conditions have been met. Story selection operation unit 202b corresponds to event stories whose unlock conditions have not been met. By operating story selection operation unit 202a, the player can view the content of event stories whose unlock conditions have been met.
[0160] Here, the story selection operation unit 202a corresponding to an event story whose unlock conditions have been met displays a thumbnail image showing at least a part of the content of the corresponding event story. The story selection operation unit 202a is also displayed in a manner that allows the player to make selections. A reward icon 206 is displayed near the story selection operation unit 202a corresponding to an event story that the player has not yet viewed to the end, i.e., an event story for which the player has not yet received the viewing reward. The episode number of the corresponding event story is also displayed near the story selection operation unit 202a. An image showing the subtitle of the corresponding event story may also be displayed near the story selection operation unit 202a. Furthermore, in Figure 15, a new icon labeled "NEW" (not shown) may be displayed near the story selection operation unit 202a corresponding to one or more event stories whose unlock conditions have been most recently met.
[0161] On the other hand, for event stories whose unlock conditions have not been met, the story selection operation unit 202b displays a predetermined image that makes the content of the corresponding event story unidentifiable or difficult to identify. In the example shown in Figure 15, the story selection operation unit 202b displays an image labeled "???". Furthermore, the story selection operation unit 202b is displayed in a manner that prevents the player from making a selection.
[0162] Then, by operating the story selection operation unit 202a, the player can view event story videos for which the unlock conditions have been met (hereinafter referred to as "event story videos"). In addition, when the latest story selection operation unit 98 in Figure 8 is tapped, the player can view the event story video for which the unlock conditions have been most recently met.
[0163] At this time, if the data for the event story video to be viewed is stored in the storage unit 18 or storage device 12 of the player terminal 1, the stored event story video will be played on the event story playback screen 220 (Figure 16B).
[0164] On the other hand, if the data for the event story video to be viewed is not currently stored in the storage unit 18 or storage device 12 of the player terminal 1, a data download confirmation dialog 210 is displayed on the display 26. Figure 16A is a diagram illustrating an example of the data download confirmation dialog. Figure 16B is a diagram illustrating an example of the event story playback screen 220.
[0165] As shown in Figure 16A, the data download confirmation dialog 210 displays a message requesting the player to allow the data download. The data download confirmation dialog 210 also displays a download operation section 212 labeled "Download" and a cancel operation section 214 labeled "Cancel".
[0166] If the cancel operation unit 214 is tapped, the event story screen 200 is displayed on the display 26 without downloading the data for the event story video to be viewed.
[0167] Furthermore, when the download operation unit 212 is operated, the data of the event story video to be viewed is downloaded. Once the download is complete, the event story video is played on the event story playback screen 220, as shown in Figure 16B.
[0168] When the event story video finishes playing, the event story playback screen 220 is hidden. Then, based on the story management information (Figure 14), the event story screen 200 is displayed on the display 26. In other words, if the story management information is updated on the server 1000, the event story screen 200 is displayed on the display 26 based on the updated story management information.
[0169] Additionally, if a player is awarded new viewing rewards, a reward dialog box (not shown) will appear, informing the player of the viewing rewards awarded.
[0170] Figure 17 is a second diagram illustrating an example of the event story screen 200. Figure 17 shows the case where the event story for episode "2-1" has been viewed, and the unlock conditions for the event story "2-2" have been met, making it available for viewing. In this case, as shown in Figure 17, a thumbnail image, a reward icon 206, and the episode number of the event story will be displayed on the story selection operation unit 202a corresponding to the event story "2-2".
[0171] Next, the basic configuration and communication processing of the player terminal 1 and server 1000 will be described. Below, we will mainly describe an example of the main processing for displaying the event quest boss screen 130 and the event story screen 200, and will omit explanations of other processing.
[0172] (Functional Configuration of Player Terminal 1) Figure 18 is a diagram illustrating the configuration of the storage device 12 in the player terminal 1 and its function as a computer. The storage device 12 is provided with a program storage area 12a and a data storage area 12b. When a game is started, the CPU 10 stores the terminal-side game control program (module) in the program storage area 12a.
[0173] The terminal-side game control program includes a game execution control program 500, a battle game execution program 502, and a display control program 504. Note that the programs listed in Figure 18 are just examples; the terminal-side game control program includes many other programs.
[0174] The data storage area 12b is provided with an information storage unit 550 as a storage unit for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 12b is provided with many other storage units as well.
[0175] The CPU 10 operates each program stored in the program storage area 12a and updates the data in each storage unit of the data storage area 12b. The CPU 10 then operates each program stored in the program storage area 12a to make the player terminal 1 (computer) function as the terminal-side game control unit 1A. The terminal-side game control unit 1A includes a game execution control unit 500a, a battle game execution unit 502a, and a display control unit 504a.
[0176] Specifically, the CPU 10 runs the game execution control program 500, causing the computer to function as a game execution control unit 500a. Similarly, the CPU 10 runs the battle game execution program 502 and the display control program 504, causing them to function as a battle game execution unit 502a and a display control unit 504a, respectively.
[0177] The game execution control unit 500a controls the overall progress of the game. For example, when a user logs in, the game execution control unit 500a sends login information to the server 1000. Also, when the game information or player information for the entire game is updated, the game execution control unit 500a receives the game information and player information from the server 1000 and stores it in the information storage unit 550.
[0178] Furthermore, if the player has viewed the story video to the end, the game execution control unit 500a sends the story ID and completion information of the story video to the server 1000. Also, if the forced release operation unit 156 is operated, the game execution control unit 500a sends forced release information to the server 1000.
[0179] The battle game execution unit 502a is responsible for controlling the execution of the battle game. For example, based on the operations input to the player terminal 1, the battle game execution unit 502a updates the battle screen, controls the movements of allied and enemy characters, and derives damage points.
[0180] The display control unit 504a generates a screen to be displayed on the display 26 and displays the generated screen on the display 26.
[0181] (Functional Configuration of Server 1000) Figure 19 is a diagram illustrating the configuration of the storage device 1012 in Server 1000 and its functions as a computer. The storage device 1012 is provided with a program storage area 1012a and a data storage area 1012b. When a game is started, the CPU 1010 stores the server-side game control program (module) in the program storage area 1012a.
[0182] The server-side game control program includes a game execution control program 1500, a battle game execution program 1502, and a reward distribution program 1504. Note that the programs listed in Figure 19 are just examples; the server-side game control program includes many other programs.
[0183] The data storage area 1012b is provided with an information storage unit 1550 as a storage unit for storing data. Note that the above-mentioned storage units are just examples, and the data storage area 112b is provided with many other storage units.
[0184] The CPU 1010 operates each program stored in the program storage area 1012a and updates the data in each storage unit of the data storage area 1012b. The CPU 1010 then operates each program stored in the program storage area 1012a, thereby causing the server 1000 to function as the server-side game control unit 1000A. The server-side game control unit 1000A includes a game execution control unit 1500a, a battle game execution unit 1502a, and a reward granting unit 1504a.
[0185] Specifically, the CPU 1010 runs the game execution control program 1500, causing the computer to function as a game execution control unit 1500a. Similarly, the CPU 1010 runs the battle game execution program 1502 and the reward granting program 1504, causing them to function as a battle game execution unit 1502a and a reward granting unit 1504a, respectively.
[0186] The game execution control unit 1500a controls the overall progress of the game. For example, when the game execution control unit 1500a receives login information from the player terminal 1, it makes the player information stored in the information storage unit 1550 available for the player terminal 1 to retrieve. Also, when the game information or player information for the entire game is updated, the game execution control unit 1500a reads the updated game information and player information from the information storage unit 1550 and makes it available for the player terminal 1 to retrieve. The player information includes the story management information (Figure 14) and boss release information (Figure 10B) mentioned above.
[0187] The battle game execution unit 1502a is responsible for controlling the execution of the battle game.
[0188] The reward distribution unit 1504a distributes rewards to the player. Specifically, based on the results of the battle game, the reward distribution unit 1504a adds an item (clear reward) to the player information corresponding to the player's player ID and stores it in the information storage unit 1550. In addition, if the player views any story to completion for the first time, the reward distribution unit 1504a adds a viewing reward to the player information corresponding to the player's player ID and stores it in the information storage unit 1550.
[0189] (Specific processing in player terminal 1 and server 1000) Figure 20 is a flowchart illustrating an example of login processing in player terminal 1. The login processing shown in Figure 20 is executed when the player inputs a login operation, such as launching a game application.
[0190] The game execution control unit 500a sends login information to the server 1000 (P1-1).
[0191] Furthermore, the game execution control unit 500a acquires player information, including story management information (Figure 14) and boss release information (Figure 10B), from the information storage unit 1550 of the server 1000, and stores it in the information storage unit 550 of the player terminal 1 (P1-2).
[0192] Figure 21 is a flowchart illustrating an example of story screen management processing in player terminal 1. The game execution control unit 500a determines whether the event story operation unit 97 (Figure 8) or the story operation unit 154 (Figure 11) has been operated (P2-1). If the event story operation unit 97 (Figure 8) or the story operation unit 154 (Figure 11) has been operated (YES in P2-1), the game execution control unit 500a moves to step P2-2. If the event story operation unit 97 (Figure 8) or the story operation unit 154 (Figure 11) has not been operated (NO in P2-1), the game execution control unit 500a moves to step P2-4.
[0193] The game execution control unit 500a acquires player information, including story management information (Figure 14), from the server 1000 and stores it in the information storage unit 550 of the player terminal 1 (P2-2).
[0194] The display control unit 504a executes an event story screen display process (P2-3) to display the event story screen 200 (Figure 15) on the display 26. Specifically, the display control unit 504a refers to the story management information (Figure 14) and displays the story selection operation unit 202a corresponding to the event story whose release conditions have been met, and accepts the player's operation. The display control unit 504a also displays the story selection operation unit 202b corresponding to the event story whose release conditions have not been met.
[0195] The game execution control unit 500a determines whether the latest story selection operation unit 98 (Figure 8) or the story selection operation unit 202a (Figure 15) has been operated (P2-4). If the latest story selection operation unit 98 (Figure 8) or the story selection operation unit 202a (Figure 15) has been operated (YES in P2-4), the game execution control unit 500a proceeds to step P2-5. If the latest story selection operation unit 98 (Figure 8) or the story selection operation unit 202a (Figure 15) has not been operated (NO in P2-4), the game execution control unit 500a terminates the story screen management process.
[0196] The display control unit 504a executes an event story playback screen display process (P2-5) to display the event story playback screen 220 (Figure 16B) on the display 26. Specifically, if the data for the event story video to be viewed is stored in the storage unit 18 or storage device 12 of the player terminal 1, the display control unit 504a plays the stored event story video on the event story playback screen 220 (Figure 16B). On the other hand, if the data for the event story video to be viewed is not currently stored in the storage unit 18 or storage device 12 of the player terminal 1, the display control unit 504a displays a data download confirmation dialog 210 (Figure 16A) on the display 26. Then, if the download operation unit 212 is operated in the data download confirmation dialog 210, the display control unit 504a downloads the data for the event story video to be viewed. Once the download is complete, the display control unit 504a plays the event story video on the event story playback screen 220 (Figure 16B).
[0197] When the player views a story video to completion for the first time on the event story playback screen 220 (Figure 16B) (YES in P2-6), the game execution control unit 500a sends the story ID and viewing information of the viewed story video to the server 1000 (P2-7).
[0198] The game execution control unit 500a obtains reward information from the server 1000 and stores it in the information storage unit 550 of the player terminal 1 (P2-8).
[0199] The display control unit 504a displays a reward dialog (not shown) based on the reward information stored in step P2-8, and notifies the player of the viewing reward granted to them (P2-9).
[0200] Figure 22 is a flowchart illustrating an example of the event quest / boss screen management process in the player terminal 1. The game execution control unit 500a determines whether an operation to display the event quest / boss screen 130, including the event quest operation unit 92 (Figure 8), the event quest selection operation unit 71e (Figure 5C), or the event ongoing display 49 (Figure 4), has been input (P3-1). If an operation to display the event quest / boss screen 130 has been input (YES in P3-1), the game execution control unit 500a moves to step P3-2. If an operation to display the event quest / boss screen 130 has not been input (NO in P3-1), the game execution control unit 500a moves to step P3-4.
[0201] The game execution control unit 500a obtains player information, including battle game clear information and boss release information (Figure 10B), from the server 1000 and stores it in the information storage unit 550 of the player terminal 1 (P3-2).
[0202] The display control unit 504a executes an event quest boss screen display process (P3-3) which displays the event quest boss screen 130 (Figure 9) on the display 26.
[0203] The game execution control unit 500a determines whether an operation has been input to the quest operation unit 132a or the boss operation unit 132b of the display switching bar 132 (P3-4). If an operation has been input to the quest operation unit 132a or the boss operation unit 132b (YES in P3-4), the game execution control unit 500a moves to step P3-5. If no operation has been input to the quest operation unit 132a or the boss operation unit 132b (NO in P3-4), the game execution control unit 500a moves to step P3-6.
[0204] When the quest operation unit 132a is operated, the display control unit 504a refers to the player information stored in the information storage unit 550 and displays various information related to the event quest in the display area 133, as shown in Figure 9 (P3-5).
[0205] Furthermore, when the boss operation unit 132b is operated, the display control unit 504a refers to the player information stored in the information storage unit 550 and displays various information related to the boss quest in the display area 133 (P3-5). At this time, if "0" is stored in the "boss release flag", that is, if neither the "first release condition" nor the "second release condition" has been met yet, the display control unit 504a displays an image labeled "???" in the boss image display unit 140, as shown in Figure 10A. Also, if neither the "first release condition" nor the "second release condition" has been met yet, the display control unit 504a displays the boss quest selection operation units 144a, 144b, and 144c in an inoperable state. Also, if neither the "first release condition" nor the "second release condition" has been met yet, the display control unit 504a displays the forced release operation unit 140a in the boss image display unit 140. This allows the forced release operation to be accepted.
[0206] Furthermore, if "1" is stored in the "Boss Release Flag," that is, if the boss release condition is met, the display control unit 504a displays an image on the boss image display unit 140 that allows the player to identify the enemy character appearing in the boss quest, as shown in Figure 12. Also, if the boss release condition is met, the display control unit 504a displays the boss quest selection operation units 144a, 144b, and 144c in an operable manner, as shown in Figure 12. Also, if the boss release condition is met, the display control unit 504a hides the forced release operation unit 140a, as shown in Figure 12.
[0207] The game execution control unit 500a determines whether a forced release operation has been input, including the operation of the forced release operation unit 140a (Figure 10A) and the operation of the forced release operation unit 156 (P3-6). If a forced release operation has been input (YES in P3-6), the game execution control unit 500a proceeds to step P3-7. If a forced release operation has not been input (NO in P3-6), the game execution control unit 500a terminates the event quest boss screen management process.
[0208] The game execution control unit 500a sends forced release information to the server 1000 indicating that a forced release operation has been input (P3-7). As will be explained in more detail later, when the server 1000 receives the forced release information, the "second release condition" is met, the boss release information (Figure 10B) is updated, and "1" is stored as the "boss release flag".
[0209] The game execution control unit 500a acquires player information, including boss release information (Figure 10B), from the server 1000 and stores it in the information storage unit 550 of the player terminal 1 (P3-8).
[0210] The display control unit 504a executes the event quest boss screen display process (P3-9) which displays the event quest boss screen 130 (Figure 12) on the display 26. Here, "1" is stored in the "boss release flag," indicating that the boss release condition has been met. Therefore, as shown in Figure 12, the display control unit 504a displays an image in the boss image display unit 140 that allows the player to identify the enemy character appearing in the boss quest. The display control unit 504a also displays the boss quest selection operation units 144a, 144b, and 144c in an operable manner, as shown in Figure 12. The display control unit 504a also hides the forced release operation unit 140a, as shown in Figure 12.
[0211] Figure 23 is a flowchart illustrating an example of player information management processing in server 1000. The game execution control unit 1500a determines whether or not it has received forced release information from player terminal 1 (S1-1). If forced release information is received (YES in S1-1), the game execution control unit 1500a moves to step S1-7. If forced release information is not received (NO in S1-1), the game execution control unit 1500a moves to step S1-2.
[0212] The game execution control unit 1500a determines whether or not it has received the story ID and viewed information from the player terminal 1 (S1-2). If the story ID and viewed information have been received (YES in S1-2), the game execution control unit 1500a proceeds to step S1-3. If the story ID and viewed information have not been received (NO in S1-2), the game execution control unit 1500a proceeds to step S1-8.
[0213] The game execution control unit 1500a updates the story management information (Figure 14) based on the received story ID and viewed information (S1-3). Here, if there is an event story for which the unlock conditions have been newly met, the game execution control unit 1500a stores "1" as the "unlock information" corresponding to the story ID of that event story.
[0214] The reward granting unit 1504a determines whether or not to grant the player a viewing reward based on the update result of step S1-3 (S1-4). If the result is to grant a viewing reward (YES in S1-4), the game execution control unit 1500a moves to step S1-5. If the viewing reward is not to be granted (NO in S1-4), the game execution control unit 1500a moves to step S1-8. Specifically, in step S1-3, if the viewed information of the story indicated by the story ID is updated from "0" to "1", it is determined that a viewing reward will be granted. On the other hand, in step S1-3, if the value of the viewed information of the story indicated by the story ID is not updated, it is determined that no viewing reward will be granted.
[0215] The reward granting unit 1504a grants a viewing reward to the player (S1-5). Specifically, when a player views an event story to completion for the first time, the reward granting unit 1504a adds the viewing reward to the player information corresponding to the player's player ID and stores it in the information storage unit 1550.
[0216] The game execution control unit 1500a determines whether the "first release condition" has been met based on the update result of step S1-3 (S1-6). Specifically, the game execution control unit 1500a determines that the "first release condition" has been met when the viewed information associated with the story ID of a specific event story, in this embodiment, event story "2-2", is updated from "0" to "1".
[0217] The game execution control unit 1500a stores "1" in the value of the "boss release flag" and updates the boss release information (Figure 10B) based on whether the "first release condition" is met (YES in S1-1) or the "second release condition" is met (YES in S1-6).
[0218] Furthermore, if the player terminal 1 receives game result information indicating the outcome of a battle game (YES in S1-8), the reward granting unit 1504a adds an item (clear reward) to the player information corresponding to the player's player ID based on the received game result information and stores it in the information storage unit 1550 (S1-9).
[0219] Furthermore, if there is an event story for which the unlock conditions have been newly met based on the completion of an event quest or boss quest (YES in S1-10), the game execution control unit 1500a updates the story management information (S1-11). Specifically, the game execution control unit 1500a stores "1" in the value of "unlock information" corresponding to the story ID of the event story for which the unlock conditions have been newly met.
[0220] Although one embodiment has been described above with reference to the attached drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear to those skilled in the art that various modifications or variations can be conceived within the scope of the claims, and these will naturally also fall within the technical scope of the present invention.
[0221] In the above embodiment, the division of processing between the player terminal 1 and the server 1000 is merely an example. For example, each of the above-described processes may be executed by at least one or both of the player terminal 1 and the server 1000, and the timing of their execution and the device on which they are executed are not particularly limited.
[0222] For example, the above embodiment described a case in which the server 1000 performs a process to update story management information (S1-3) and a process to update boss release information (S1-7). However, it is not limited to this, and either one or both of the process to update story management information (S1-3) and the process to update boss release information (S1-7) may be performed on the player terminal 1.
[0223] The gameplay and processing in the player terminal 1 and server 1000 described in the above embodiment are merely examples. It goes without saying that the processing in the player terminal 1 and server 1000 can be appropriately designed without departing from the objectives of the present invention.
[0224] In any case, the information processing system S (game device G) is equipped with one or more computers (in this embodiment, either or both of the player terminal 1 and the server 1000), and the computers can perform the following processing.
[0225] (Processes to be performed by the computer) A process to view content selected by the player from among content (in the above embodiment, for example, the event story of "2-2") which includes specific content (in the above embodiment, for example, the event story) (in the above embodiment, for example, P2-5). A process to make at least a part of the content of a game selected by the player from among games which include a specific game related to the content of the specific content (in the above embodiment, for example, a boss quest) (in the above embodiment, for example, steps P3-5, P3-9, S1-1, S1-6, S1-7). A process to assign a reward determined according to the type of game executed to the player's player ID (in the above embodiment, for example, S1-9). The process of making at least a portion of the content of a game selected by the player viewable, or making a game selected by the player playable, is performed after at least one of the first condition (in the above embodiment, for example, "first release condition") and the second condition (in the above embodiment, for example, "second release condition") is met, and then making at least a portion of the content of a specific game selected by the player viewable, or making a specific game selected by the player playable (in the above embodiment, for example, steps P3-5, P3-9, S1-1, S1-6, S1-7). The first condition (in the above embodiment, for example, "first release condition") includes the viewing of specific content. The second condition (in the above embodiment, for example, "second release condition") includes the input of an optional operation (in the above embodiment, for example, a forced release operation) by the player.
[0226] Furthermore, after viewing multiple pieces of content with a predetermined progression order, a specific piece of content (in the above embodiment, for example, the event story "2-2") may become selectable. Also, the specific piece of content (in the above embodiment, for example, the event story "2-2") may be configured to identify at least a part of the content of a specific game (in the above embodiment, for example, a boss quest).
[0227] Furthermore, if the second condition is met (in the above embodiment, for example, the "second unlocking condition"), at least a portion of the content of a specific game may become viewable without viewing specific content, or a specific game selected by the player may become playable.
[0228] Figure 24 is a diagram illustrating an example of an event story screen 200 according to a modified example. In the above embodiment, the "first unlock condition" is defined as the player viewing the event story "2-2" to the end. In the modified example, if the player has viewed the event story "2-2" to the end, a boss operation unit 230 labeled "To Boss" is displayed below the story selection operation unit 202a corresponding to the event story "2-2".
[0229] In other words, in the modified version, once the player has viewed the event story "2-2" to the end and the "first unlock condition" has been met, the boss control unit 230 will be displayed. When the boss control unit 230 is tapped, the event quest boss screen 130 shown in Figure 12 will be displayed on the display 26. In this case, "1" is stored as the "boss unlock flag" in the boss unlock information (Figure 10B), and since the boss unlock condition has already been met, the boss image display unit 140 will display an image that allows the player to identify the enemy character appearing in the boss quest, as shown in Figure 12.
[0230] Note that in the modification example, although the case where the boss operation unit 230 is displayed when the "first release condition" is satisfied has been shown, it is not limited to this. For example, even in a situation where the boss release condition has not yet been satisfied, the boss operation unit 230 may be displayed. And based on the fact that the boss operation unit 230 has been tapped in a situation where the boss release condition has not yet been satisfied, the boss release condition may be satisfied. That is, the tapping of the boss operation unit 230 may be included in the boss release condition. In this case, when the boss operation unit 230 is tapped, the event quest - boss screen 130 shown in FIG. 12 may be displayed on the display 26. Alternatively, when the boss operation unit 230 is tapped, a confirmation dialog (not shown) is displayed, and when a determination operation is performed in this confirmation dialog, the boss release condition is satisfied, and the event quest - boss screen 130 shown in FIG. 12 may be displayed on the display 26.
[0231] Note that in the above embodiment, as an example of the game, the case where a so - called battle game in which friendly characters fight against enemy characters is provided has been shown, but the specific content of the game and the game genre are not limited to the above embodiment. For example, it is applicable to all genres of games such as RPG, action games, simulation games, puzzle games, breeding games, sports games, etc.
[0232] Note that the information - processing program for executing the processing in the above embodiment and various modification examples may be stored in a non - transient computer - readable storage medium and provided as a storage medium. Furthermore, a game terminal device including this storage medium may be provided. Also, the above embodiment and various modification examples may be an information - processing method for realizing each function and the steps shown in the flowchart.
[0233] 1 Player Terminal 1000 Server S Information - Processing System
Claims
1. An information processing program that causes a computer to perform the following: a process of viewing content selected by a player from among content that includes specific content; a process of making at least a portion of the content of a game selected by a player from among games that include a specific game related to the content of the specific content, viewable, or making the game selected by a player playable; and a process of assigning a reward determined according to the type of game played to the player's player ID, wherein the process of making at least a portion of the content of the game selected by a player viewable, or making the game selected by a player playable, occurs after at least one of the first and second conditions is met, the first condition includes viewing the specific content, and the second condition includes inputting an arbitrary operation by the player.
2. The information processing program according to claim 1, wherein, after a plurality of the contents whose order of progression has been set in advance have been viewed, the specific content becomes selectable, and the specific content is configured to identify at least a part of the content of the specific game.
3. The information processing program according to claim 1 or 2, wherein, if the second condition is met, at least a portion of the content of the specific game becomes viewable without viewing the specific content, or the specific game selected by the player becomes playable.
4. An information processing method performed by one or more computers, wherein the computers perform the following: a process of viewing content selected by a player from among content including specific content; a process of making at least a portion of the content of a game selected by a player from among games including a specific game related to the content of the specific content viewable, or making the game selected by a player playable; and a process of assigning a reward determined according to the type of game played to the player's player ID, wherein the process of making at least a portion of the content of the game selected by a player viewable, or making the game selected by a player playable, occurs after at least one of the first and second conditions is met, the first condition includes viewing the specific content, and the second condition includes inputting an arbitrary operation by the player.
5. An information processing system comprising one or more computers, wherein the computers perform the following: a process of viewing content selected by a player from among content including specific content; a process of making at least a portion of the content of a game selected by a player from among games including a specific game related to the content of the specific content viewable, or making the game selected by a player playable; and a process of assigning a reward determined according to the type of game played to the player's player ID, wherein the process of making at least a portion of the content of the game selected by a player viewable, or making the game selected by a player playable, occurs after at least one of the first and second conditions is met, the first condition includes viewing the specific content, and the second condition includes inputting an arbitrary operation by the player.