WO2024095658A1 - プログラム、情報処理システム、および情報処理方法 - Google Patents

プログラム、情報処理システム、および情報処理方法 Download PDF

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Publication number
WO2024095658A1
WO2024095658A1 PCT/JP2023/035895 JP2023035895W WO2024095658A1 WO 2024095658 A1 WO2024095658 A1 WO 2024095658A1 JP 2023035895 W JP2023035895 W JP 2023035895W WO 2024095658 A1 WO2024095658 A1 WO 2024095658A1
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WIPO (PCT)
Prior art keywords
training
game
character
player
performance
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2023/035895
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English (en)
French (fr)
Japanese (ja)
Inventor
智也 田口
悠樹 富沢
聖也 神里
直之 高橋
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Cygames Inc
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Cygames Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by Cygames Inc filed Critical Cygames Inc
Priority to KR1020257015215A priority Critical patent/KR20250084197A/ko
Priority to CN202380081969.3A priority patent/CN120265365A/zh
Publication of WO2024095658A1 publication Critical patent/WO2024095658A1/ja
Priority to US19/174,459 priority patent/US20250235784A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels

Definitions

  • the present invention relates to a program, an information processing system, and an information processing method for a game that develops game media.
  • Games have been known that have a training function for training game media such as characters, in which the player instructs the game media to act each turn, and that perform game presentation based on the results of the game media's actions (see Patent Document 1).
  • a training function for training game media such as characters, in which the player instructs the game media to act each turn, and that perform game presentation based on the results of the game media's actions.
  • experiencing game presentation based on the results of the game media's actions is one of the attractions for players when playing the game.
  • the effect execution pattern may be determined randomly, for example, when there are branching patterns in the outcome of the action. For this reason, in order for the player to experience the game effects of all effect execution patterns, it may be necessary to play the game repeatedly, which may consume a huge amount of time.
  • the present invention has been made in consideration of the above circumstances, and its purpose is to provide a program, an information processing system, and an information processing method that improve the convenience of experiencing game presentations.
  • the present invention relates to a program for a game in which game media is developed, the program causing a computer to function as a development function providing unit that presents options for instructing the action of the game media to be developed and provides a development function that determines an effect execution pattern based on conditions linked to the action selected by the player and executes the game effect, and a performance viewing function providing unit that allows the player to select the game media and the effect execution pattern and provides an effect viewing function that executes the game effect based on the selection result, the performance viewing function providing unit presents the effect execution patterns randomly determined in the development function as selection options, allowing the player to select the effect execution pattern at his/her discretion.
  • the effect viewing function providing unit may take a screenshot of the game effect being executed by the effect viewing function, and provide an input interface that enables the captured screenshot image to be saved.
  • the game medium that will appear in the game presentation executed by the presentation viewing function can be selected as a main element and a sub-element, and a first condition for selecting the game medium as the main element and a second condition for selecting the game medium as the sub-element can be set in association with each of the game media.
  • the present invention relates to an information processing system for a game in which game media are developed, the information processing system including: a development function providing unit that provides a development function that presents selection candidates for instructing the behavior of the game media to be developed and determines a performance execution pattern based on conditions linked to the behavior selected by the player to execute the game performance; and a performance reproduction function providing unit that allows the player to select the game media and the performance execution pattern and provides a performance viewing function that executes the game performance based on the selection result, the performance viewing function providing unit presents the performance execution patterns randomly determined in the development function as selection candidates, allowing the player to select the performance execution pattern at his/her discretion.
  • the present invention relates to an information processing method for a game in which game media is developed, the information processing method including a development function providing step of providing a development function that presents selection candidates for instructing the action of the game media to be developed and determines an effect execution pattern based on conditions linked to the action selected by the player to execute the game effect, and a performance viewing function providing step of providing a performance viewing function that allows the player to select the game media and the effect execution pattern and executes the game effect based on the selection result, in which the performance viewing function providing step presents the effect execution patterns randomly determined in the development function as selection candidates, allowing the player to select the effect execution pattern at his/her discretion.
  • a performance viewing function is provided in addition to the training function, and the performance viewing function presents performance execution patterns randomly determined in the training function as selection candidates, allowing the player to select the performance execution pattern of their choice. This makes it possible for the player to quickly experience game performances that they have not experienced in the training function using the performance viewing function. Therefore, according to the present invention, it is possible to improve the convenience of experiencing game performances.
  • FIG. 1 is a diagram showing an overall configuration of an information processing system.
  • This is a functional block diagram of a server related to the training function and the performance viewing function among the functions realized by the information processing system.
  • 13 is a flowchart showing an example of processing related to a character development function.
  • FIG. 13 is a diagram showing an example of a character selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of an inherited character list screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of an inheritance character selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a support formation screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a final confirmation screen displayed on the player terminal.
  • FIG. 13 is a diagram showing an example of a training home screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a training screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation.
  • FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation.
  • FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation.
  • FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a training home screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a race list screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a goal achievement notification screen displayed on the player terminal.
  • FIG. 13 is a diagram showing an example of a target list screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a top screen of a photo library displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a main character selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a performance part selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a training details selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a training details selection screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a partner selection dialogue displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of an outing/event details selection screen displayed on the player terminal.
  • FIG. 13 is a diagram showing an example of a display screen displayed on a player terminal during execution of a game presentation.
  • FIG. 13 is a diagram showing an example of an image confirmation screen displayed on a player terminal.
  • FIG. 13 is a diagram showing an example of a confirmation dialog displayed on the player terminal.
  • FIG. 1 is a diagram showing the overall configuration of an information processing system 10 according to this embodiment.
  • a server 20 and a plurality of player terminals 40 are connected via a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN, and a so-called client-server communication system is constructed.
  • a network 30 such as the Internet, a mobile phone network, a LAN, or a WAN
  • client-server communication system is constructed.
  • Each of the plurality of player terminals 40 communicates with the server 20 via the network 30 to transmit and receive various information.
  • Each of the plurality of player terminals 40 also communicates with the other player terminals 40 via the network 30 and the server 20 to transmit and receive various information.
  • the server 20 includes a control unit 21 consisting of a processor such as a CPU, a storage unit 22 consisting of a main storage device such as a ROM or RAM and an auxiliary storage device such as a HDD or SSD, and a communication unit 23 consisting of a communication module and a communication interface.
  • the control unit 21 executes various processes according to the programs stored in the storage unit 22.
  • the server 20 also receives information from the player terminal 40 via the communication unit 23, and transmits information relating to the results of the processes executed by the control unit 21 to the player terminal 40.
  • the player terminal 40 may be a smartphone, tablet, personal computer, portable game machine, or stationary game machine installed in a store or at home.
  • the player terminal 40 includes a control unit 41 consisting of a processor such as a CPU, a storage unit 42 consisting of a main storage device such as a ROM or RAM, and an auxiliary storage device such as a flash memory, HDD, or SSD, an operation/input unit 43 consisting of a touch panel, keyboard, microphone, or the like, a display unit 44 consisting of a liquid crystal display or an organic EL display, or the like, and a communication unit 45 consisting of a communication module or a communication interface.
  • the player terminal 40 also executes various processes according to the programs stored in the storage unit 42.
  • the player terminal 40 also receives information from the server 20 via the communication unit 45, and transmits information to the server 20 or to other player terminals 40.
  • the information processing system 10 of this embodiment provides a game in which a player can train a character based on a racehorse motif through a player terminal 40.
  • the information processing system 10 of this embodiment has a training function for training a character, a performance viewing function for viewing game performances, and the like, and the following describes a case in which these functions are mainly implemented by the player terminal 40.
  • the functions described above may be mainly implemented by the server 20, or may be implemented by the server 20 and the player terminal 40 in a shared manner.
  • the information processing system 10 also has game functions other than the training function and performance viewing function described above, such as a business card creation function for creating a player business card containing the player's profile information, a competition function for racing the trained character against other characters, and a live viewing function for viewing a live singing performance by a character.
  • game functions other than the training function and performance viewing function described above, such as a business card creation function for creating a player business card containing the player's profile information, a competition function for racing the trained character against other characters, and a live viewing function for viewing a live singing performance by a character.
  • FIG. 2 is a functional block diagram showing the main functions of server 20.
  • the server 20 in the information processing system 10 has the function of managing players and characters using various identification information, the function of performing calculations necessary for the progress of the game in response to requests from the player terminals 20, and the function of transmitting the calculation results to the player terminals 40. These functions are realized by the server data storage unit 50 and the game calculation unit 60 working together.
  • the server data storage unit 50 includes a player management database 51, and is realized mainly by the storage unit 22.
  • a character list, an item list, a development target list, and the like are stored in the player management database 51, linked to a player ID assigned to each player.
  • the character list includes, for example, an individual character ID given to each character that has been trained, a character type ID indicating the type of character, the character's status (rarity, evaluation points, course suitability, distance suitability, running style suitability, running style, speed, stamina, power, tenacity, intelligence, possessed skills, acquired titles), lock status (locked, unlocked), and the character's training history (training conditions, results of races run during training), etc.
  • a "character that has been trained” means a character that has been trained using a training function, which is one of the game functions implemented by the information processing system 10 of this embodiment, and whose training has ended and whose status has been confirmed.
  • the "character individual ID” is an ID that is assigned when character training is completed in the training function and the trained character is registered in the character management database 51, and is used to identify each trained character linked to the player ID.
  • the training function allows the player to select the character to train from multiple types of characters, and the "character type ID" is an ID assigned to identify the type of character that has been trained.
  • the "locked state” indicates whether or not a trained character is prohibited from being transferred (deleted from the character list); if unlocked, it can be transferred, and if locked, it cannot be transferred. Examples of situations in which a character is locked include when the player selects an individual character from a list of trained characters, or when a trained character is registered to run in a race.
  • the training target list stores data in which either released or not released information is associated with a character type ID.
  • characters associated with released information in the training target list are characters that the player can select as a training target in the training function. Also in this embodiment, it is possible to release new characters by using release items or a character acquisition lottery, and the number of characters that can be selected as a training target varies depending on the player. Below, characters that can be selected as a training target in the training function may be referred to as released characters.
  • the item list includes data on the items, enhancement points, and in-game currency owned by the player.
  • the items owned and the amount of items owned, the amount of enhancement points owned, the amount of in-game currency owned, etc. are stored as an item list in the player management database 51.
  • items are used, for example, to support character development or to change the starting conditions of a race, and can be acquired based on the results of a race or by spending in-game currency.
  • enhancement points can be used, for example, to enhance support items, which are items that aid in character development, and the more powerful the support items are, the more favorable the character development environment will be.
  • data stored in the player management database 51 includes a friend list.
  • other players can be registered as friends, and characters and support items can be rented and used from other players registered as friends in the training function.
  • the player ID of another player is entered on the friend registration screen displayed on the display unit 44 of the player terminal 40. If a player matching the player ID exists and it is possible to register that player as a friend, the player ID of the other player to be registered is added to the friend list by tapping the registration button provided on the friend registration screen.
  • the game calculation unit 60 performs the calculations required for the game to proceed in response to a request from the player terminal 20, and transmits the calculation results to the player terminal 40, as well as the process of transmitting data required for the game to proceed in response to a request from the player terminal 20, and is mainly realized by the control unit 41 and the communication unit 45. For example, when a training instruction request is received from the player terminal 20 in the training function, the game calculation unit 60 calculates whether the training is successful or unsuccessful, and transmits the calculation result to the player terminal 40.
  • the game calculation unit 60 performs a simulation of a race run by multiple characters, including the character to be trained and non-player characters (NPCs), and transmits the results of the running simulation to the player terminal 40.
  • NPCs non-player characters
  • FIG. 3 is a functional block diagram showing the main functions of the player terminal 40.
  • the player terminal 40 in the information processing system 10 of this embodiment realizes the training function, the performance viewing function, and the like, in cooperation with the terminal data storage unit 70 and the game execution unit 80.
  • the terminal data storage unit 70 stores data for the game execution unit 80 to perform various processes, and is realized mainly by the storage unit 42.
  • the terminal data storage unit 70 includes a player data storage unit 71, which stores data related to a character list, development target list, item list, and friend list corresponding to a player ID.
  • a synchronization process is performed between the player data storage unit 71 of the player terminal 40 and the player management database 51 of the server 20 regarding data linked to the player ID (such as the character list, development target list, item list, and friend list), and various game processes are executed using the data stored in the player data storage unit 71.
  • the stored contents of the player data storage unit 71 are updated and the updated stored contents are backed up in the player management database 51 of the server 20, and the stored contents of both are synchronized.
  • Data linked to the player ID such as a character list, a training target list, an item list, and a friend list, may be downloaded from the player management database 51 to the player data storage unit 71 as needed, such as when the application is started.
  • the terminal data storage unit 70 also includes a training progress data storage unit 72, which stores data (training progress data) required for the progress of the training function of characters that can be selected as training targets in the training function (characters with character type IDs associated with released information in the training target list).
  • training progress data including at least the setting contents of the training goals and the setting contents of the game events is stored in the training progress data storage unit 72 in association with the character type ID.
  • the training progress data storage unit 72 stores various data for executing game effects that occur during the character training process in the training function.
  • base body data that shapes the character's base body
  • costume data that shapes the character's costume
  • texture data that specifies the coloring of the character and costume
  • motion data that defines the character's movement
  • effect data for generating effects according to the character's movement and the progress of the performance background data according to the game performance scene, and the like are stored in the training progress data storage unit 72 as data of performance materials for executing game performance.
  • the data of performance materials stored in the training progress data storage unit 72 is data that is used commonly in the training function and the performance viewing function.
  • the training progress data storage unit 72 also stores a factor information database, which stores information such as factor name, factor level, and factor type, linked to a factor registration ID.
  • factor information is information that is linked to the trained character.
  • a factor inheritance event occurs as a game event for status reinforcement that affects the abilities of the character being trained, such as increasing the skill acquisition level or increasing performance parameters, based on the factor information linked to the trained character selected as the inheritance character.
  • factor information there are four types of factor information: blue factors, red factors, inherent factors, and white factors. Each factor information has three levels, and the higher the factor level, the more advantageous the effect on status reinforcement. Factor types are further classified into blue factors, red factors, inherent factors, and white factors. Blue factors are factor information named after performance parameters, and affect performance parameters. The higher the factor level, the greater the increase in performance parameters. Red factors are factor information named after course suitability, distance suitability, or running style suitability, and affect course suitability, distance suitability, or running style suitability. The higher the factor level, the easier it is to increase suitability in factor inheritance events. Inheritance factors are factor information named after inherent skills, and allow the inherited character to acquire inherent skills. The higher the factor level, the easier it is to increase the acquisition level of inherent skills.
  • the acquisition level of a skill affects the amount of skill points consumed when acquiring a skill, and the higher the acquisition level, the fewer skill points consumed.
  • White factors are factor information that do not belong to any of the blue factors, red factors, or inherent factors, and include skill factors, race factors, and scenario factors.
  • Skill factors are factor information named after the name of a skill, which makes it easier to increase the acquisition level of normal skills (skills other than inherent skills), and exist for each type of skill.
  • Race factors are factor information named after the name of a race or racetrack, which makes it easier to increase at least one of the performance parameters and the acquisition level of normal skills, and their effects differ depending on the type of race or racetrack.
  • Scenario factors are factor information named after the name of a training scenario, which is factor information related to the training scenario in which the character was trained.
  • a scenario factor is inherited in a factor inheritance event, multiple performance parameters can be greatly increased, and the increased performance parameters differ depending on the type of scenario factor.
  • factor information is classified into six types: blue factors, red factors, inherent factors, skill factors, race factors, and scenario factors.
  • the terminal data storage unit 70 also includes a race control data storage unit 73, which stores data for controlling the character's movements and skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.
  • a race control data storage unit 73 which stores data for controlling the character's movements and skill activation when watching a race in which a character participates in the training function or battle function, as well as text data and audio data for the live race commentary.
  • the terminal data storage unit 70 also includes an image data storage unit 74, which stores images of screenshots taken in the performance viewing function.
  • image data storage unit 74 stores images of screenshots taken in the performance viewing function.
  • the screenshot images stored in the image data storage unit 74 can not only be viewed at will, but can also be used in the business card creation function.
  • the game execution unit 80 performs processes such as starting a game when a game start condition is satisfied, executing a selected game mode from among multiple game modes, progressing the game, generating an event when an event occurrence condition is satisfied, calculating the game result, ending the game when a game end condition is satisfied, requesting calculations from the server 20, obtaining calculation results and necessary data from the server 20, and transmitting calculation results and data of the player terminal 40 to the server 20, and is realized mainly by the control unit 41 and the communication unit 45.
  • the game execution unit 80 includes a training function providing unit 81 and a performance viewing function providing unit 82.
  • the development function providing unit 81 performs processing to provide a development function for developing a character. In this embodiment, it accepts input related to character development and displays the results of calculations performed in response to the input.
  • turn consumption action an action that is the subject of turn consumption
  • Turn consumption actions include training, participating in a race, going out, and the infirmary.
  • the training function providing unit 81 accepts the selection of the turn consumption action through the training home screen displayed on the display unit 44, and requests the server 20 to calculate the result of the selected turn consumption action.
  • the server 20 that receives the request calculates the result of the selected turn consumption action and transmits the calculation result to the player terminal 40, and the training function providing unit 81 causes the display unit 44 to display a display screen corresponding to the calculation result received from the server 20.
  • a game presentation corresponding to the action result is executed based on the calculation result received from the server 20.
  • the training function providing unit 81 presents selection candidates for instructing the action of the character to be trained, and determines a presentation execution pattern based on the conditions associated with the action selected by the player to execute the game presentation.
  • a training goal is set according to the type of character to be trained, and a training goal may include a required action that must be selected in a specific turn.
  • a training goal may be to enter a specific race, or to achieve a specific finishing position in a specific race.
  • entering the race is a required action, and actions that consume turns other than entering the race cannot be selected.
  • the training function providing unit 81 exercises control to restrict the selection of actions other than the required actions in a turn in which the selection of a required action is accepted.
  • the effect viewing function providing unit 82 performs processing to provide an effect viewing function that allows the player to select a character and an effect execution pattern, and executes a game effect based on the selection result.
  • the effect viewing function accepts input of information necessary to reproduce a game effect that is executed when a character is instructed to perform an action classified as training or going out among the turn consumption actions in the training function, and allows the player to view the game effect at his/her discretion.
  • the effect viewing function also allows reproduction of a game effect corresponding to a hot spring trip event that occurs randomly during the training process. However, the hot spring trip event is managed as released/unreleased for each character, and the hot spring trip event can be reproduced by the effect viewing function only for characters for which the hot spring trip event has occurred in the training function.
  • the effect viewing function providing unit 82 also presents the effect execution patterns randomly determined in the training function as selection candidates, allowing the player to select the effect execution pattern at his/her discretion.
  • the main character that will appear as a main element and a training partner that will appear as a sub-element as characters that will appear in the game presentation generated by training instructions in the training process
  • the first condition for the main character is that it is a released character owned by the player
  • the second condition for the training partner is that it is a character that corresponds to a support item owned by the player.
  • the performance viewing function providing unit 82 also takes screenshots of the game performance being executed by the performance viewing function, and provides an input interface that enables the captured screenshot image to be saved in the image data storage unit 74.
  • a capture button is provided on the display screen during execution of the game performance, and when the capture button is tapped, the game performance being executed is paused and a screenshot is taken.
  • the captured screenshot image can be saved at the player's discretion, and when the player checks the image and decides to save it, the screenshot image is saved in the image data storage unit 74.
  • the effect viewing function providing unit 82 also makes it possible to apply filtering processing to the screenshot image captured in relation to the game effect being executed by the effect viewing function before storing the screenshot image in the image data storage unit 74.
  • nine types of filtering processing can be selected, and it is also possible to store the screenshot image in the image data storage unit 74 without applying filtering processing.
  • the performance viewing function providing unit 82 when saving a filtered screenshot image in the image data storage unit 74, the performance viewing function providing unit 82 also performs processing to save an unprocessed screenshot image in the image data storage unit 74 when it is first saved.
  • control method of the present embodiment will be described below by taking as an example a case in which the game program of the present embodiment is applied to a game application of a player terminal 40 provided as a smartphone.
  • the game program of this embodiment is configured to be able to provide multiple types of game functions, and in the training function, which is the main game function, a character to be trained is selected from multiple types of characters, and the character's status changes as the game progresses, and when a specified ending condition is met, the character's status is finalized and training ends.
  • This trained character can race against characters trained by other players in a battle function, which is another game function.
  • the number of characters that have been trained (the number that can be registered in the character list) is predetermined, and when the upper limit of the number of characters that can be registered (e.g., 240 characters) is reached, it becomes impossible to train a new character using the training function. For this reason, it becomes necessary to delete trained characters from the character list to secure an owned slot.
  • the information processing system 10 to which the game program of this embodiment is applied has a performance viewing function that allows the player to freely view game performances that occur during the character training process in the training function.
  • a performance viewing function that allows the player to freely view game performances that occur during the character training process in the training function.
  • the player can select one character from multiple types of characters to train.
  • Each of the multiple types of characters that can be selected for training has its own initial status set.
  • characters to be trained acquire unique skills (unique skills) according to their type from the beginning of training, and the conditions for activating these skills and the effects they have when activated are different.
  • the growth correction rates for parameters such as speed, stamina, power, tenacity, and intelligence are set according to the character for each of the multiple types of characters that can be selected for training, and parameters that are easy to increase are set for each type of character.
  • the character can be trained by issuing training instructions in each of a maximum of 75 turns. Specifically, when training instructions are issued that are linked to performance parameters such as speed, stamina, power, tenacity, and intelligence, performance parameters will change and skill points will be acquired according to the training results. One turn can also be consumed by issuing an instruction to enter a race, and performance parameters will change and skill points will be acquired according to the race results. Furthermore, if the conditions for an event are met during training, an event will occur and the number of skills that can be acquired will increase, or performance parameters will change.
  • the skill points mentioned above are used to allow the character being trained to acquire skills, and skills can be acquired from a list of acquireable skills by spending skill points possessed.
  • development goals include entering a target race, finishing within a specified position in a target race, and gaining a specified number of fans by a set turn.
  • a character being developed when entered in a race, it can gain a number of fans according to its finishing position, and the entry conditions are set according to the number of fans depending on the race.
  • multiple training goals are set for each character in the first 72 turns, with the final race taking place from turn 73 to turn 75.
  • the final race takes place over three turns: a qualifying race, a semi-final race, and a final race, and training instructions can be given before each race.
  • a continue function is provided as a rescue function for when the player is unable to finish within the specified position.
  • This continue function provides the player with the opportunity to reattempt the target race, and the player can reattempt the target race by using up a pre-allocated number of continues.
  • the number of continues is three times for the training of one character.
  • the state will change to a training end confirmation state when one of several predetermined end conditions is met.
  • training will end with the end of the final race. If the player comes in second or lower in the final race, they can try again if they have any continues remaining, but if they use up all their continues and still come in second or lower in the final race, training will end at that point. It is up to the player whether or not to use the continue function, and if the player chooses not to use the continue function, training will end at that point.
  • Training also ends if the training goal set for each character is not achieved within the first 72 turns.
  • training goal is to gain a certain number of fans
  • training ends if the set number of fans is not reached in the turn set in the training goal.
  • the continue function cannot be used, so training ends when the turn to be judged arrives because the set number of fans has not been reached.
  • the training goal is to enter a target race
  • the training goal will be achieved as long as the horse can enter the target race, regardless of the horse's finishing position in that race.
  • each race requires a certain number of fans to be acquired as a condition for entry, and if the horse does not have the required number of fans in the target race's turn, it will not be able to enter the target race, and training will end.
  • training goal is to finish within a certain position in the target race
  • the conditions for entering the target race are not met, training will end at that point; if the horse does not finish within the certain position even when it enters the target race and there are no more continues available, training will also end.
  • the use of the continue function is at the player's discretion, and if the player chooses not to use the continue function even if there are remaining continues available, the training goal will not be achieved and training will end.
  • the system transitions to a training end confirmation state.
  • This training end confirmation state provides a final opportunity to acquire skills before status is finalized, and the player can acquire skills by consuming skill points currently in possession of the player.
  • an input interface is provided for inputting confirmation of the end of training, and when the player inputs confirmation of the end of training, the status of the character being trained is finalized, and information about the character is registered as a trained character in the character list in the player data storage unit 71 and the character list in the player management database 51.
  • rewards include in-game currency and strengthening points according to the total number of fans acquired by the end of training.
  • a selection of a development scenario is accepted (step S100).
  • multiple types of development scenarios are prepared, and the mechanisms for increasing performance parameters and acquiring skills differ depending on the selected development scenario.
  • the development scenario to be selected can be switched by swiping, and when an input is made to select the development scenario (e.g., a tap input on the OK button), a selection of a character to be developed in the selected development scenario is accepted (step S101).
  • a character icon 301 for identifying a character can be tapped on the character selection screen to select a character to be trained.
  • Information on characters selectable as a character to be trained (trainable characters) is managed in a training target list in the player data storage unit 71, and the character type ID of a trainable character is obtained from the training target list to display the character selection screen.
  • the initial status information for the selected character can be confirmed.
  • the initial status information that can be confirmed on the character selection screen includes performance parameters (speed, stamina, power, tenacity, intelligence), course suitability (turf, dirt), distance suitability (short distance, mile, middle distance, long distance), and running style suitability (breaking, leading, overtaking, chasing).
  • step S102 When the character icon 301 of the character to be developed is selected on the development character selection screen shown in FIG. 5 and the progress button 302 is tapped, the display screen transitions to an inherited character selection screen as shown in FIG. 6, and the selection of the inherited character is accepted (step S102).
  • the player can select two previously trained characters as inherited characters when training a new character, and the status of the character to be trained can be reinforced based on the factor information (information that the inherited characters acquired during training) linked to the two selected inherited characters.
  • the status of the character to be trained is reinforced based on factor information at the start of training and during a factor inheritance event that occurs a specified turn after training has begun.
  • a factor inheritance event occurs while training a character in the training function
  • an event result request is sent from the player terminal 40 to the server 20, and the server 20, having received the event result request, executes a factor inheritance lottery based on the factor information linked to the two inherited characters and transmits the lottery results to the player terminal 40.
  • the player terminal 40 having received the lottery results, reinforces the status of the character to be trained, such as increasing performance parameters and increasing the acquired skill level, based on the lottery results, and also executes a display process that informs the player of the results of the status reinforcement by the factor inheritance event.
  • a list of selectable inheritance characters is displayed by tapping on the inheritance slot 303 or inheritance slot 304 (of which there are two).
  • the inheritance slot 303 or inheritance slot 304
  • the character list in the player data storage unit 71 is referenced, and a list of characters that have been trained (inheritance character list) is referenced, and an inheritance character list screen is generated and displayed as shown in FIG. 7.
  • a character can be selected by tapping on the character icon 306, and when a tap is made on the progress button 309 while one of the inheritance characters is selected, the screen returns to the inheritance character selection screen as shown in FIG. 8.
  • the selection of the inherited character can be made not only of a character that the player has raised himself, but also of a character that has been raised by another character that the player has registered as a friend.
  • a character that has been raised by another character can be rented up to three times per day.
  • the inherited character list screen shown in FIG. 7 has a tab 307 for raised characters and a tab 308 for rentals. When the rental tab 308 is tapped, a rental character acquisition request is sent to the server 20.
  • the server 20 that has received the rental character acquisition request refers to the friend registration information (profile information of other players who have been registered as friends) that is linked to the player ID of the sender of the rental character acquisition request, and transmits to the player terminal 40 a list of rental characters (rental character list) that have been set in the profile information of other players who have been registered as friends.
  • the player terminal 40 then generates and displays an inherited character list screen based on the received rental character list.
  • the display screen transitions to a support formation screen as shown in FIG. 10, and the selection of a support item is accepted (step S103).
  • support items modeled after cards that support character development, and these can increase performance parameters and the variety of skills that can be acquired.
  • Support items are classified into six categories according to their performance: speed, stamina, power, guts, intelligence, and friends. Speed, stamina, power, guts, and intelligence literally correspond to the character's performance parameters and increase the parameters during training, while friends have effects such as restoring stamina and motivation. Support item categories can be identified by category icons, and players rely on these icons to select the six support items to use in this training. Support items also have three levels of rarity: rare (R), super rare (SR), and special super rare (SSR). In this embodiment, the rarity increases in the order of R ⁇ SR ⁇ SSR, and generally the higher the rarity the stronger the support effect.
  • R rare
  • SR super rare
  • SSR special super rare
  • the support organization screen has five player support slots 310-314 and one friend support slot 315.
  • the item list in the player data storage unit 71 is referenced to obtain a list of support items (player support list). Then, based on the obtained player support list, a screen is generated that displays a list of support items owned by the player and accepts the selection of a support item.
  • a friend support acquisition request is sent to the server 20.
  • the server 20 that receives the friend support acquisition request references the friend registration information linked to the player ID of the sender of the friend support acquisition request and transmits to the player terminal 40 a list of support items (friend support list) that other players who are registered as friends have set in their profile information. Based on the received friend support list, the player terminal 40 generates a screen that displays a list of support items that can be set in the friend support slot 315 and accepts the selection of a support item.
  • the display screen transitions to a final confirmation screen as shown in FIG. 11, and the player's input to confirm the start of training is accepted (step S104).
  • the final confirmation screen displays the organization details of the character to be trained, the inherited character, and the support items selected by the player.
  • step S105 When the start training button 317 is tapped on the final confirmation screen, a training progress process is performed to train the character (step S105).
  • the character to be trained is set as the default character. This default character setting is for making the default character the initially selected character on the training target selection screen the next time training is performed, and is highly convenient for players who repeatedly train the same character.
  • FIG. 12 shows an example of a character training home screen, which is one type of display screen that is displayed while a character is being trained.
  • the screen basically transitions from the training home screen to a screen for instructing various actions such as training.
  • the training home screen displays an animation of the character to be trained, and also includes a status display section 401 that displays the current character status (speed, stamina, power, tenacity, intelligence, skill points).
  • the training home screen also displays a stamina gauge 402 and a motivation icon 403.
  • the stamina gauge 402 is a gauge that indicates stamina, a parameter that affects the failure rate of training, and fluctuates depending on training during training, participation in races, and game events that occur during training. When stamina is low, the character becomes more likely to fail training and motivation decreases.
  • the motivation icon 403 indicates motivation, a parameter that indicates the condition of the character being trained. In this embodiment, there are five settings: very poor condition, poor condition, normal condition, good condition, and excellent condition. This motivation parameter affects the training effect and performance parameters when entering a race.
  • the training home screen also has a rest button 404, a training button 405, a skill button 406, a nurse's office button 407, a go out button 408, and a race button 409 as buttons for selecting various actions such as training.
  • one instruction for one type of action can be given per turn (specifically, one of rest, training, nurse's office, go out, and race), and when the action corresponding to the instruction given in the current turn is processed, the current turn is consumed and the game progresses to the next turn.
  • acquiring a skill does not consume a turn.
  • five types of actions are set in the training function as actions that consume one turn as described above: rest, training, nurse's office, go out, and race, and these may be referred to as turn-consuming actions as necessary.
  • the rest button 404 is a button for issuing a command to rest in order to recover stamina, and when the rest button 404 is tapped, a rest confirmation dialog box is displayed to confirm the command to rest.
  • a rest result request is sent to the server 20, and the server 20 that receives the rest result request performs calculations regarding the amount of restored stamina and whether or not a game event has occurred, and sends a rest result response including the calculation results to the player terminal 40.
  • the player terminal 40 that receives the rest result response displays an animation that recovers the stamina gauge 402 based on the calculation results included in the rest result response, and executes processing related to the game event if a game event has occurred.
  • the training button 405 is a button for issuing training instructions to vary the performance parameters of a character, and when a tap input is performed on the training button 405, the display screen transitions to a training screen, as shown in FIG. 13.
  • a speed button 410 On the training screen, a speed button 410, stamina button 411, power button 412, tenacity button 413, and intelligence button 414 are arranged in the area where the various buttons were arranged on the training home screen.
  • the buttons for issuing instructions for each training may be collectively referred to as training buttons.
  • training instructions are given by tapping on the selected training button, and the selected training button can be changed by tapping on a training button different from the selected training button.
  • the training screen displays how much each performance parameter will increase and how many skill points can be acquired by instructing training using the selected training button.
  • the speed button 410 is selected, and it can be seen that when speed training is instructed, speed increases by 10, power increases by 4, and 3 skill points can be acquired.
  • speed and power increase when speed training is performed, speed and power increase, when stamina training is performed, stamina and guts increase, when power training is performed, power and stamina increase, when guts training is performed, guts, power and speed increase, and when intelligence training is performed, intelligence and speed increase. Skill points can be acquired when any type of training is performed.
  • the support items organized before training begins are randomly associated with training items each turn through a lottery drawn by the server 20, and in training items to which a support item is associated, the effect of the support item will increase the amount of increase in performance parameters and the amount of skill points acquired when training is performed.
  • FIG. 13 when the speed training item is selected, character icon 431 representing character D and character icon 432 representing character L are displayed, and it can be seen that the support item associated with character D and the support item associated with character L are placed in the speed training item.
  • stamina When training is performed, stamina is consumed.
  • the amount of stamina consumed by training can be known in advance from the stamina gauge 402 on the training screen.
  • Stamina is a parameter that affects the failure rate in training, and as stamina decreases, the failure rate is likely to increase.
  • the server 20 when a training instruction is given, the server 20 performs a lottery based on the failure rate to determine whether the training has failed or not, and if the training is not a failure (if the training is successful), the performance parameter corresponding to the training instruction increases, and if the training is a failure, the performance parameter does not increase and stamina is consumed.
  • a training result request is sent to the server 20, and the server 20, which receives the training result request, performs calculations regarding the training results and whether or not a game event has occurred, and sends a training result response including the calculation results to the player terminal 40.
  • the player terminal 40 which receives the training result response, performs display processing regarding the training results (display regarding the success/failure of training and display that varies performance parameters) based on the calculation results included in the training result response, and executes processing related to the game event if a game event has occurred.
  • a game presentation corresponding to the success of the training is executed as shown in FIG. 14.
  • the training is performed in which the character to be trained 451 (character N) and the training partner character 452 (character D) run side by side, and a game presentation is executed depicting the character to be trained 451 (character N) arriving ahead of the training partner character 452 (character D).
  • a game presentation corresponding to the failure of the training is executed as shown in FIG. 15. In the example shown in FIG.
  • the training is performed in which the character to be trained 461 (character N) and the training partner character 462 (character D) run side by side, and a game presentation is executed depicting the training partner character 462 (character D) arriving ahead of the character to be trained 461 (character N).
  • a game presentation is executed depicting the training partner character 462 (character D) arriving ahead of the character to be trained 461 (character N).
  • different game presentations may be executed depending on the results of the training.
  • the training partner that appears in the game presentation is a character that corresponds to the support item placed in the training specified by the player, and if multiple support items are placed, the training partner can be randomly selected from the multiple support items placed in the training specified by the player. If multiple support items are placed, the training partner may not be selected randomly, but may be selected according to predetermined conditions (for example, if the training is for speed, the support item for speed is given priority). If no support items are placed in the training specified by the player, there is no training partner, and a game presentation is executed in which only the character to be trained appears. Note that even if no support items are placed in the training specified by the player, one support item is randomly selected from the support items organized by the player prior to the start of training, and the character corresponding to the selected support item can be selected as the training partner.
  • each character is provided with body data, costume data, motion data, etc., and multiple types of costume data and motion data are provided according to the scene of the game presentation to be executed. Multiple types of background data related to the game presentation are also provided according to the scene of the game presentation. Data of the presentation materials for executing these game presentations is stored in the training progress data storage unit 72.
  • a presentation execution pattern is determined based on each piece of information such as the training type, training level, success/failure of training, season, training location, and training partner, and the body data, costume data, and motion data of the character to be trained (e.g., character N) and the training partner character (e.g., character D) are set to generate a character image in which the character to be trained (e.g., character N) moves and a character image in which the training partner character (e.g., character D) moves are generated, and background data is set based on the determined presentation execution pattern to generate a background image. Then, each character image and the background image are synthesized to generate an image of each frame from the first frame to the last frame of the game presentation, and the image is displayed and output to the display unit 44.
  • the skill button 406 is a button for allowing the character to acquire a skill, and when the skill button 406 is tapped, a skill acquisition screen is displayed showing a list of skills that the character can acquire at that time.
  • a skill acquisition request is sent to the server 20, and the server 20 that receives the skill acquisition request registers the skill specified in the skill acquisition request as an acquired skill in the status information of the character being developed, and sends a skill acquisition completion response to the player terminal 40.
  • the player terminal 40 that receives the skill acquisition completion response displays that skill acquisition has been completed, and executes processing to display the acquired skill on the skill acquisition screen as an acquired skill.
  • the infirmary button 407 is a button used to eliminate a bad status given to a character being developed, and input is accepted only when a bad status has been given by a game event during development.
  • a bad status such as lack of sleep may be given by the occurrence of a game event, and when a bad status is given, game events that are unfavorable to development, such as a decrease in stamina or a decrease in motivation, are more likely to occur.
  • the infirmary button 407 is displayed grayed out, and if a bad status has been given to the character being developed, the infirmary button 407 is displayed normally and accepts tap input.
  • a request for the infirmary result is sent to the server 20, and the server 20 that receives the request for the infirmary result holds a lottery to determine whether the bad status has been eliminated or not, and sends a response for the infirmary result including the determination to the player terminal 40.
  • the player terminal 40 receives the nurse's office result response, if the bad status has been resolved, it notifies the player that the bad status has been resolved and performs processing to erase the bad status from the character's status display.
  • the Go Out button 408 is a button used to increase the motivation of a character being trained.
  • a Go Out confirmation dialog box is displayed to confirm that the character is to go out.
  • a Go Out result request is sent to the server 20.
  • the server 20 that receives the Go Out result request draws a lottery for a motivation-boosting event and transmits an Go Out result response including information on the motivation-boosting event determined by the lottery to the player terminal 40.
  • the player terminal 40 that receives the Go Out result response executes processing related to the motivation-boosting event based on the information included in the Go Out result response.
  • Going Out is specified as the action of the character to be trained
  • a destination for the motivation-boosting event is randomly determined by lottery
  • a game presentation is executed according to a presentation execution pattern based on the destination determined by lottery and the season corresponding to the turn in which the Going Out was specified.
  • the race button 409 is a button used to enter a character being trained in a race.
  • the display screen transitions to a race list screen that shows a list of races being held in the current turn, as shown in FIG. 16.
  • a race in which the character being trained will run can be selected by tapping the race selection box 415.
  • the selected race can be identified by the presence or absence of a selection mark 416, and the race condition display area 417 displays race condition information for the selected race, such as the season (spring, summer, fall, winter), weather (sunny, cloudy, rainy, snow), course condition (good, slightly heavy, heavy, poor), number of characters running, and the turn in which the race will be held.
  • the display content of the race condition display area 417 also changes to match the selected race.
  • entry conditions for each race are set based on the number of fans the character being trained has acquired, and for races in which the character being trained does not meet the entry conditions, the race selection box 415 is grayed out and the character cannot run.
  • a target race may be set as the training goal, and in a turn in which a target race is set, the display mode of the training home screen is different, and as shown in FIG. 17, only the skill button 406 and the race button 409 are displayed as buttons for selecting an action. In other words, in a turn in which a target race is set, the only action that can be taken in a turn is to enter a race.
  • FIG. 18 is a diagram showing an example of the race list screen in a turn where a target race has been set.
  • the race list screen is controlled so that only the target race can be selected.
  • the race selection box 415 of the target race has a target badge 416 attached to it, making it possible to identify it as a target race, and the race selection box 415 for races other than the target race is displayed as grayed out, making it impossible to enter the race.
  • a request to enter is sent to the server 20.
  • the server 20 performs a running simulation for the race to be entered, with the character being trained and an NPC (non-player character), and sends a race result response including the results of the running simulation to the player terminal 40.
  • the player terminal 40 executes a display process that allows the player to watch the race based on the results of the running simulation.
  • the performance parameters are adjusted according to the level of motivation on the turn the character is instructed to enter the race; if motivation is at its lowest or lowest, the performance parameters are adjusted downward compared to when motivation is normal, and if motivation is high or at its best, the performance parameters are adjusted upward compared to when motivation is normal.
  • the development goal is to finish within the top 5 in the target race, the "CCC Award,” and if the character being developed is able to finish within the top 5 in the "CCC Award,” the goal achievement notification screen is displayed after displaying the results of the target race.
  • the goal achievement notification screen has a progress button 420, and when the progress button 420 is tapped, the display screen transitions to a goal list screen as shown in FIG. 20.
  • the goal list screen displays a list of the development goals set for the character being developed in the order of turn progression.
  • six development goals have been set for the character being developed, and a clear mark 421 indicating that the development goal has been achieved is given for each development goal up to the third development goal, "Place within the top five in the CCC awards.”
  • a progress button 422 is provided on the goal list screen, and tapping the progress button 422 will progress to the next turn and return to the development home screen.
  • each training goal is set for the period up to the 72nd turn, and the number of training goals and the content of the training goals are set individually depending on the type of character. Then, when all training goals are achieved for the character being trained, it is possible to advance to the final race from the 73rd turn onwards.
  • the character will first compete in the qualifying race, and if they come first in the qualifying race, they will compete in the semi-final race, and if they come first in the semi-final race, they will compete in the final race, and if they come first in the final race, they will win the final race and training will end.
  • Training instructions can also be given before the start of each turn of the qualifying race, semi-final race, and final race.
  • the final race from turn 73 onwards is an extra turn in which no training goal is set, and if the character comes in any other than first place in the qualifying race or semi-final race, they can try again using the continue function, but if there are no more continues remaining, training will end.
  • the use of the continue function is left to the player's choice, so if the player chooses not to use the continue function even if it is available, they will lose the final race and training will end.
  • the development goal set for the character being developed is not achieved, development ends at that point.
  • the development goal is to finish within a specified position in the target race, it is possible to try again by using the continue function even if the development goal is not achieved within the specified position in the target race.
  • the continue function cannot be used if the development goal is not achieved, and development ends at the point where the development goal judgment turn is reached.
  • a termination confirmation process is performed (step S107).
  • a termination confirmation screen is displayed on which the status of the character being trained can be confirmed.
  • the termination confirmation screen is provided with a skill acquisition button and a training end button, and when a tap is made on the skill acquisition button, a list of acquireable skills is displayed and skills can be acquired within the range of the skill points owned, and when a tap is made on the training end button, training end processing is performed (step S108).
  • the trained character is registered.
  • the registration of the trained character is completed by calculating the evaluation points and determining the factor information to confirm the character's status, linking it to the character's individual ID and saving the status in the character list in the player data storage unit 71.
  • the evaluation points are calculated based on the character's performance parameters and acquired skills, and the factor information is determined by lottery.
  • factor information is determined by referring to the character's training details (race participation history, etc.) and status at the time of training completion (performance parameters, acquired skills, etc.).
  • factor information blue and red factors are always assigned, and inherent factors are assigned when the character being trained has a talent development level (level 1 to level 5) of a certain level or higher (level 3 or higher).
  • skill factors are determined by referring to acquired skills
  • race factors are determined by referring to races that have been run and won during training
  • scenario factors are determined by referring to the training scenario selected prior to the start of training.
  • the factor level of the factor information that is decided to be assigned is also determined by lottery. In this embodiment, the factor level is set randomly to one of three levels from level 1 to level 3.
  • the training end process also involves providing rewards for the training results.
  • rewards are provided by adding items to the item list in the player data storage unit 71, and the reward is determined as in-game currency and support points according to the number of fans acquired during training. The more fans a player has, the more in-game currency and support points can be obtained.
  • a training end request is sent to the server 20, and the server 20 that receives the training end request registers the trained character in the character list of the player management database 51, and adds the reward for the training results to the item list of the player management database 51.
  • game effects corresponding to the action results are generated.
  • These game effects often result in different game effects even when the same action is instructed to the character being trained due to branching action results (for example, success/failure of training).
  • the game effects generated in response to the character's action results during the training process are composed of characters that appear in the game effects, with the character being trained as the main element and the support item characters placed in the instructed training as sub-elements, so there is a random element in determining the characters that appear as sub-elements, and an enormous amount of play time would be required to cover all possible performance execution patterns.
  • a performance viewing function is provided that allows the player to customize characters and performance execution patterns and view game performance of the desired content.
  • the function is set to a usage start acceptance state that accepts the start of use of the performance viewing function (step S200).
  • the performance viewing function is provided as part of a game function called a photo library, and the start of use of the performance viewing function is accepted through the top screen of the photo library shown in FIG. 22.
  • the top screen of the photo library has two start use buttons 501 and 502.
  • the start use button 501 is a button for starting use of the performance viewing function
  • the start use button 502 is a button for starting use of the function for viewing saved screenshot images.
  • the effect viewing function is started and the system transitions to a character selection reception state (step S201).
  • the character selection reception state the selection of a character (main character) that will appear as a main element in the game effects is accepted via a main character selection screen.
  • the main character selection screen displays a list of released characters possessed by the player.
  • the main character can be selected from the released characters possessed by the player; unreleased characters are not presented as selection candidates on the main character selection screen, and game effects in which an unreleased character appears as a main character cannot be viewed.
  • an unreleased character may be selectable as a main character in the effect viewing function, and game effects in which an unreleased character appears as a main character may be viewed.
  • the currently selected character is displayed in a selected character display area 511.
  • a character can be selected by tapping on a character icon 512, and a selection mark 513 is added to the character icon 512 of the selected character.
  • the display mode of the list of released characters can be changed by sorting and filtering. Items such as number of stars (rarity), intimacy, acquisition order, and name can be selected as sorting items, and ascending or descending order can be switched for each.
  • a sort change button 514 is provided on the main character selection screen, and the sorting item can be changed by tapping the sort change button 514.
  • an ascending/descending order change button 515 is provided on the main character selection screen, and ascending order can be switched to descending order and descending order can be switched to ascending order by tapping the ascending/descending order change button 515.
  • Rarity number of stars
  • the filtering function can be enabled by tapping the filtering button 516, and the display mode can be changed to display only characters of the specified rarity. If the filtering function is enabled and a tap is made on the filtering button 516, the filtering function is disabled and the display mode is changed to display all released characters.
  • the character selection information on the main character selection screen is saved in the player data storage unit 71, and the next time the main character selection screen is displayed, the initially selected character is determined based on the saved main character selection information.
  • the character with the highest sorting rank among the released characters is set as the initially selected character.
  • the main character selection screen also has a progress button 517 and a return button 518.
  • the progress button 517 is tapped, the selected character is set as the main character and the display transitions to a performance part selection reception state (step S202).
  • the return button 518 is tapped, the display returns to the start reception state (step S200), and the display screen transitions to the photo library top screen.
  • the selection of a performance part associated with the character's action content from among the performance execution patterns is accepted through the performance part selection screen shown in FIG. 24.
  • two types of selection candidates are prepared, one of which is a performance part corresponding to training, and the other is a performance part corresponding to outings and events (outings, special events, etc.). Selection of each performance part is performed using the training selection button 521 and the outing/event selection button 522, and when a tap input is made on either button, a selection mark 523 is added to the button corresponding to the selected performance part.
  • the initially selected performance part is set to training.
  • the game effects that can be viewed in the effect viewing function are classified into game effects that occur in response to training instructions in the training function, game effects that occur in response to instructions other than training, and game effects that correspond to events that can occur randomly during the training process.
  • the former can be selected using the training selection button 521 as the effect part that corresponds to training, and the latter can be selected using the outing/event selection button 522 as the effect part that corresponds to outings and events.
  • the game effects that occur in response to training instructions in the training function are executed based on many conditions during the character training process, a branch is provided between the game effects that occur in response to training instructions and others to enable more detailed scene specification.
  • the performance part selection screen also has a decision button 524 and a return button 525.
  • the decision button 524 is tapped, the display transitions to an execution pattern selection acceptance state in which more specific performance execution pattern conditions are set for the selected performance part (step S203).
  • the return button 525 is tapped while the performance part selection screen is displayed, the display transitions to a character selection acceptance state (step S201), and the display screen transitions to the main character selection screen.
  • a training details selection screen is displayed as shown in FIG. 25 and FIG. 26.
  • the training details selection screen includes a first display area 531 presenting selection candidates for training type, a second display area 532 presenting selection candidates for training level, a third display area 533 presenting selection candidates for training success/failure, a fourth display area 534 presenting selection candidates for season, a fifth display area 535 presenting selection candidates for training location, and a sixth display area 536 presenting selection candidates for training partner.
  • the training details selection screen includes radio buttons corresponding to each of a plurality of selection candidates for each of the items of training type, training level, success/failure of training, season, training location, and training partner, and by tapping on a radio button, only the radio button in the same item where the tap input is performed is displayed as an active item, and one selection candidate can be specified for each item.
  • the radio button corresponding to "Speed” is displayed as enabled, while the radio buttons corresponding to "Stamina,” “Power,” “Durability,” and “Intelligence” are displayed as disabled, indicating that "Speed" is specified.
  • the training types presented in the first display area 531 include “speed,” “stamina,” “power,” “guts,” and “wisdom,” and one of these can be selected.
  • the training levels presented in the second display area 532 include five levels: “level 1” (Lv1), “level 2” (Lv2), “level 3” (Lv3), “level 4" (Lv4), and “level 5" (Lv5), and one of these can be selected. In this embodiment, even if the training types are the same, the game presentation is different when the training levels are different. Note that there may be restrictions on the selection of the training level in relation to the training location, which will be described later.
  • a turn corresponding to "summer training camp” is provided in the development function, and in the "summer training camp” turn, the training level is always “level 5.” Therefore, when “summer training camp” is selected as the training location, only “level 5" is valid, and “level 1" to "level 4" are grayed out and cannot be selected. In this way, in the training details selection screen, when “summer training camp" is selected as the training location, the training level item is linked to make only appropriate selection candidates valid, so that the input convenience of the player can be improved. Regarding the success/failure of the training presented in the third display area 533, there are “success” and “failure”, and one of them can be selected.
  • the training locations presented in the fifth display area 535 there are “normal” and “summer training camp", and one of them can be selected.
  • the training location is "normal,” the game is presented with a background that corresponds to the season, but if the training location is "summer camp,” the background is special, and the game is presented with a sandy beach as the background.
  • the training location is “summer camp”
  • restrictions are placed on the selection of season and training level.
  • the training partners presented in the sixth display area 536 can be selected from “Not set,” “Set,” or “Random.” If "Set” is selected for the training partner, the player can select a character to be a training partner from the range of support items possessed by the player.
  • the initial selection for training partner is "No setting", but when the radio button corresponding to "Setting” is tapped to select "Setting", a partner selection dialog is displayed as shown in FIG. 27, allowing the user to select a character to set as a training partner. If the user wishes to change their training partner, the partner selection dialog can be called up by tapping the change button 538 provided in the sixth display area 536 on the training details selection screen.
  • one or more characters are set to correspond to each support item.
  • support items associated with the same character that have different parameters to support in training. For example, a speed support item for character A and a power support item for character A.
  • there are three classifications of support items: "normal”, "friend”, and "group”. Support items classified as "normal” are associated with one of the performance parameters such as speed, and are associated with one character.
  • "Friend" and “Group” are support items that are not associated with a specific performance parameter and can generate an item-specific outing event in the training function.
  • “Group” is associated with two or more characters and can generate an outing event with each character.
  • the selection candidates for training partners in the performance viewing function are support items classified as "normal", and are not affected by the rarity of the support items possessed by the player or the type of performance parameter of the support target. However, the selection candidates for training partners may be presented in association with the type of performance parameter of the support item.
  • a list of characters corresponding to support items classified as "normal” among the support items possessed by the player is displayed using character icons 541.
  • a training partner can be selected by tapping on one of the listed character icons 541.
  • a selection mark 542 is added to the character icon 541 of the selected character, so that it is possible to know which character is selected.
  • the character corresponding to the character icon 541 to which the selection mark 542 is added is set as the training partner, and is reflected in the character icon 537 on the training details selection screen.
  • the cancel button 546 provided in the partner selection dialogue, the current selection is discarded, the partner selection dialogue is closed, and the training details selection screen is returned to.
  • the partner selection dialog also has a no setting icon 543 and a random icon 544, and when either of these is selected and the decision button 545 is tapped, this is reflected as the selection for the training partner item. For example, when the no setting icon 543 is selected and the decision button 545 is tapped, the "no setting" radio button for the training partner item on the training details selection screen is enabled. Also, when the random icon 544 is selected and the decision button 545 is tapped, the "random" radio button for the training partner item on the training details selection screen is enabled. In this way, in this embodiment, the partner selection dialog can accommodate any of the selections "no setting,” “setting,” and “random” for the training partner item, thereby improving input convenience.
  • training partners can be determined randomly rather than selected by the player, and by selecting "random" for the training partner item, training partners that appear in the game presentation can be set randomly by lottery.
  • “random" is selected for the training partner item, items to be selected by lottery are set from the range of support items possessed by the player, and one item is randomly selected and set as the training partner.
  • the number of characters to be selected can be controlled so that it is determined randomly.
  • an upper limit can be placed on the number of training partners that can be selected.
  • the player may be possible for the player to specify the range of training partners to be selected.
  • the training details selection screen is provided with a start viewing button 539 and a return button 540.
  • the start viewing button 539 is tapped, the screen transitions to a performance execution state in which game performance is executed based on the player's selection in each of the character selection acceptance state, performance part selection acceptance state, and execution pattern selection acceptance state (step S204).
  • the training details selection screen is displayed, when the return button 540 is tapped, the screen returns to the performance part selection acceptance state (step S203), and the display screen transitions to the performance part selection screen.
  • the outing/event details selection screen shown in FIG. 28 is displayed.
  • the settings for each of the outing destination and season items can be customized for the game presentation corresponding to the outing/event.
  • the outing/event details selection screen is provided with a seventh display area 553 that presents selection candidates for the outing destination and an eighth display area 552 that presents selection candidates for the season.
  • the outing/event details selection screen is provided with icons corresponding to each of the multiple selection candidates for the outing destination item, and by tapping on the icon, a selection mark 553 is added to the selected icon, allowing one selection candidate to be specified.
  • the outing/event details selection screen is provided with radio buttons corresponding to each of the multiple selection candidates for the season item, and by tapping on the radio button, only the radio button that has been tapped within the same item is displayed as an active item, allowing one selection candidate to be specified.
  • the seventh display area 551 presents the following destinations: “riverside,” “shrine,” “karaoke,” “sea,” and “hot spring trip,” from which one can be selected.
  • the eighth display area 552 presents the following seasons: “spring,” “summer,” “autumn,” and “winter,” from which one can be selected. If “sea” is selected as the destination, only “summer” can be selected as the season, and the radio button corresponding to “summer” is displayed as active, while the radio buttons for "spring,” “autumn,” and “winter” are grayed out and cannot be selected.
  • the radio button for the seasonal item is automatically selected appropriately in conjunction with the destination selected by the player on the outing/event details selection screen, improving the convenience of input for the player.
  • the "hot spring trip" in the destination item it is necessary to have already generated the "hot spring trip” event in the training function for the selected main character and unlocked the game presentation. If the "hot spring trip" game presentation has not been unlocked for the main character, "hot spring trip” cannot be selected. If “Hot Spring Trip” is not selectable for the main character, the icon corresponding to "Hot Spring Trip” can be grayed out, or a badge icon can be added to notify that "Hot Spring Trip” has not been unlocked, making it clear that "Hot Spring Trip” is not selectable. In this way, on the outing/event details selection screen, if specific events have not been unlocked for each character using the training function, restrictions are placed on the selection of outing destinations, providing an incentive to use various characters using the training function.
  • the outing/event details selection screen is provided with a start viewing button 554 and a return button 555.
  • the start viewing button 554 is tapped, the screen transitions to a performance execution state in which game performance is executed based on the player's selection in each of the character selection acceptance state, performance part selection acceptance state, and execution pattern selection acceptance state (step S204).
  • the return button 555 is tapped while the outing/event details selection screen is displayed, the screen returns to the performance part selection acceptance state (step S202), and the display screen transitions to the performance part selection screen.
  • FIG. 29 is a diagram showing an example of a display screen during execution of a game performance in the performance browsing function.
  • a game performance depicting a state in which a main character 561 (character A) and a training partner 562 (character D) are training is executed.
  • a shooting button 563 and a loop playback button 564 are provided on the display screen during execution of the game performance.
  • the images of each frame may be drawn each time loop playback is performed, or the images of the series of frames drawn when the game presentation is first executed may be temporarily stored in the storage unit 42 as movie data, and during loop playback, the movie data temporarily stored in the storage unit 42 may be played from the first frame rather than performing the drawing process again.
  • the loop playback button 564 can be used to switch loop playback on and off both while the game presentation is being executed and while the game presentation is paused.
  • a seek bar may be provided on the display screen during execution of the game presentation, allowing the game presentation to proceed from any frame from the first frame to the final frame, or to rewind the progress of the game presentation to any frame.
  • the captured screenshot image is displayed in the image display area 571.
  • the user can specify a storage format including filtering before saving the captured screenshot image in the image data storage unit 74.
  • the user can specify any one of the following storage formats: “retro”, “girly”, “sharp”, “drama”, “silver”, “original”, “monochrome”, “sepia”, “cute”, and “cool”.
  • five types of storage formats can be displayed in the storage format display area 572 provided at the bottom of the image display area 571, and the user can slide-display and check the hidden storage formats by swiping left and right.
  • the user can save the captured image as it is by selecting the "original" storage format in the image confirmation screen.
  • a storage format other than "original” is specified in the image confirmation screen
  • the image to which filtering processing corresponding to the storage format has been applied is displayed in the image display area 571, and the user can save the filtered image in the image data storage unit 74 by tapping the save button 573 in this state.
  • the "original" image and the filtered image are saved in the image data storage unit 74 when the image is saved for the first time. If the "original" image has already been saved in the image data storage unit 74, only the filtered image is saved.
  • a save confirmation dialog is displayed, as shown in FIG. 31 (A).
  • the OK button 581 is tapped while the save confirmation dialog is displayed, the image displayed in the image display area 571 of the image confirmation screen is saved in the image data storage unit 74, and when the image has been saved, the screen returns to the image confirmation screen.
  • the cancel button 582 provided in the save confirmation dialog is tapped, the image is not saved, the save confirmation dialog is closed, and the screen returns to the image confirmation screen.
  • the display of the save confirmation dialog can be omitted, and the display/non-display of the save confirmation dialog can be switched using a check box 583 provided in the save confirmation dialog. For example, if a check mark is placed in the check box 583 in the save confirmation dialog, the next time an image is saved, the display of the save confirmation dialog can be omitted by tapping the save button 573 on the image confirmation screen, and the image displayed in the image display area 571 can be saved in the image data storage unit 74.
  • an upper limit (e.g., 120) is set for the number of images that can be saved in the image data storage unit 74, and when a new image is to be saved when the number of images saved in the image data storage unit 74 has reached the upper limit, the image with the oldest save date and time is overwritten and saved. For this reason, in this embodiment, by tapping on the saved data edit button 574 provided on the image confirmation screen, a list of images saved in the image data storage unit 74 can be displayed and any image can be deleted or registered as a favorite. Images registered as favorites are excluded from the images to be overwritten, preventing a situation in which images that are not desired to be deleted are lost due to overwriting.
  • the end confirmation dialog shown in FIG. 31 (B) is displayed. If a tap is made on the OK button 591 provided on the end confirmation dialog, the end confirmation dialog is closed and the display returns to the performance part selection acceptance state (training details selection screen or outing/event details selection screen) before the start of game performance execution. On the other hand, if a tap is made on the cancel button 592 provided on the end confirmation dialog, the end confirmation dialog is closed and the display returns to the image confirmation screen.
  • the effect viewing function can be terminated by selecting to move to another game function from the menu bar 600 located at the bottom of each of the photo library top screen, character selection screen, effect part selection screen, training details selection screen, and outing/event details selection screen.
  • a performance viewing function is provided in addition to the training function, and the performance viewing function presents performance execution patterns randomly determined in the training function as selection candidates, allowing the player to select the performance execution pattern at their own discretion.
  • the selection candidates for performance execution patterns include performance execution patterns that the player cannot select at will in the training function but are randomly determined by lottery, making it possible for the player to quickly experience game performances that they have not experienced in the training function using the performance viewing function. Therefore, the information processing system 10 of this embodiment can improve the convenience of experiencing game performances.
  • the information processing system 10 of this embodiment provides an input interface that allows screenshots of the game presentation being executed using the presentation viewing function and allows the captured screenshot images to be saved. Therefore, with the information processing system 10 of this embodiment, a record of the game presentation experience can be kept in the form of screenshot images, thereby increasing the interest in the game presentation experience.
  • a main character that is a character that appears as a main element, and a training partner character that appears as a sub-element can be selected, and the first condition for a main character to be selectable is that the character is a released character owned by the player, and the second condition for a training partner character to be selectable is that the character corresponds to a support item owned by the player. Therefore, according to the information processing system 10 of this embodiment, there are limitations on the game presentation that can be reproduced depending on the release status of the player's character and the status of the support items owned, which can stimulate the player's desire to acquire characters and support items.
  • the game effects that can be executed in the effect viewing function are limited to game effects that are executed when the training function instructs the character to train to train or go out, and game effects that are executed when a hot spring trip event occurs, but are not limited to this.
  • game effects that occur randomly in association with a support item and correspond to events specific to the support item, or game effects that occur according to a training scenario and occur at a specified turn in the training process, and have a pattern of branching results may also be executable in the effect viewing function.
  • the game effects that can be executed in the effect viewing function may be game effects that are executed when an instruction to go to the health room, which is a turn-consuming action, is given in the training function, as in the training function for training or going out.
  • the game effects that can be executed in the effect viewing function may be game effects that are generated by an instruction for an action that is not a turn-consuming action in the training function, or game effects that correspond to events that occur randomly by lottery in the training process. For example, game effects that occur when an item, skill, effect that affects status, etc. is acquired in the training process, or game effects that are an event according to a training scenario selected prior to the start of training, in which the player is given a choice and are executed according to the selection result.
  • the effect viewing function may also allow the player to view game effects executed in game functions other than the training function. For example, if another game function is provided that executes a game effect that depicts a scene of a player selecting one of the released characters owned by the player, specifying a destination for the selected released character, and going out with the character, the game effect executed in the other game function may be reproduced and viewed by having the player select the characters that appear and the effect execution pattern. If there are success and failure patterns in game effects executed in game functions other than the training function, the effect viewing function may allow the player to view game effects in patterns in which the player has arbitrarily selected success and failure patterns, or may allow the player to view game effects in patterns randomly determined by lottery (the lottery may be performed by either the server 20 or the player terminal 40).
  • the performance viewing function there may be a random element in the execution of some game performances.
  • an outing/event is selected as the performance part, if a "shrine" is specified as the destination, a game performance corresponding to an event of drawing a fortune is executed.
  • a branching pattern is set according to the result of the fortune, and the result of the fortune can be determined randomly by lottery.
  • some of the performance execution patterns can be determined randomly by lottery.
  • the branching pattern related to the execution of the game performance is determined by lottery on the server 20, whereas in the performance viewing function, the branching pattern related to the execution of the game performance can be determined by lottery on the player terminal 40.
  • the opportunity for communication with the server 20 in the performance viewing function can be reduced, allowing the function to be used smoothly on the player terminal 40.
  • the lottery to determine the result of the fortune in the event of drawing a fortune can be executed on the server 20 in the development function, and executed on the player terminal 40 in the performance viewing function.
  • the lottery for determining the branching pattern may be performed by the server 20, and in both the development function and the presentation viewing function, the lottery for determining the branching pattern may be performed by the player terminal 40.
  • screenshots can be taken and the captured images can be saved when the effects are being executed in the effect viewing function
  • there may also be a limit to the length of the video that can be saved (number of seconds or number of frames).
  • the control method of this embodiment can be equally applied to any game in which game effects occur during the game progression and the game effects that are executed have a random element. It may also be configured to provide each function of the information processing system 10 in other games. For example, it may be applied to sports games such as baseball games and soccer games in which characters who participate in competitions are trained. It may also be applied to games of other genres, such as idol training games, card battle games, fighting games, action games, battle royale games, and role-playing games in which game media such as characters, items, and equipment can be trained.

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