Game control device, game control method, and game control system
Patent Information
- Application Number
- JP2023099033
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-16
- Publication Date
- 2025-06-30
AI Technical Summary
Games that reward players based solely on the number of medals can become monotonous, leading to a lack of interest and reduced player engagement.
An information processing system that includes a first progression unit advancing the game based on group operations, sets individual and group rewards, and updates possession values based on user settings and group achievements, incorporating elements like boost magnifications and group parameters to enhance gameplay variety.
The system increases player engagement by providing varied rewards and a sense of solidarity, motivating players through group achievements and random elements, reducing the monotony associated with medal-based rewards.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game control device, a game control method, a program, an information processing method, and a game control system. [Background technology]
[0002] Conventionally, there is known a gaming device that awards a reward such as a medal when the playing state of the player satisfies a condition related to the reward (for example, see Patent Document 1). In the game described in Patent Document 1, a lottery line is activated according to the number of medals bet on one lottery, and a winning combination is determined when a combination of lottery symbols on the activated lottery line forms a given hand. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2005-007059 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, some users may find a game in which rewards are obtained simply according to the number of medals they have collected to be monotonous. Such users tend not to continue playing the game, as they consider it lacking in interest. [Means for solving the problem]
[0005] An information processing device that solves the above problem includes a first progression unit that progresses a game based on operations of users belonging to a group in a first stage of the game; a setting value identification unit that identifies a value of a game parameter set by the user as a setting value; a first reward granting unit that, when the user's playing status satisfies a first reward condition in the first stage, identifies a value of the game parameter to be granted as an individual reward according to the setting value and updates a possession value, which is the value of the game parameter associated with the user, based on the individual reward; a determination unit that determines whether the group's mission has been accomplished based on the user's playing status in the first stage; a second progression unit that progresses the game in a second stage when the group's mission has been accomplished; and a second reward granting unit that, when the users belonging to the group satisfy a second reward condition in the second stage, identifies at least one of the users belonging to the group as the users to whom a group reward will be granted, identifies the value of the game parameter to be granted as the group reward for each user to whom the group reward will be granted, and updates the possession value of the users to whom the group reward will be granted based on the group reward. Effect of the Invention
[0006] According to the present invention, it is possible to incorporate various elements into a game that awards a reward according to a user's setting value. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a schematic diagram illustrating an information processing system according to a first embodiment. [Diagram 2] 2 is a schematic diagram showing the configuration of a user device in the embodiment. FIG. [Diagram 3] FIG. 2 is a diagram illustrating user information according to the embodiment. [Figure 4] FIG. 2 is a diagram illustrating game environment information according to the embodiment. [Diagram 5] FIG. 2 is a diagram showing a schematic diagram of game management information according to the embodiment. [Figure 6] FIG. 2 is a diagram illustrating functions of a real-time server according to the embodiment. [Figure 7] FIG. 2 is a diagram illustrating functions of a user device according to the embodiment. [Figure 8] FIG. 2 is a diagram illustrating a specific example of the game according to the embodiment. [Figure 9] 13 is a flowchart showing a processing procedure of the server of the embodiment. [Figure 10] 13 is a flowchart showing a processing procedure of the server of the embodiment. [Figure 11] 13 is a flowchart showing a processing procedure of the server of the embodiment. [Figure 12] 11A and 11B are diagrams illustrating changes in game parameters and group parameters in the embodiment. [Figure 13] 11A and 11B are diagrams illustrating changes in game parameters in the embodiment. [Figure 14] 13 is a flowchart showing a processing procedure of a server of the embodiment. [Figure 15] FIG. 13 is a diagram showing an example of a game screen according to the embodiment. [Figure 16] FIG. 2 is a diagram showing an example of a game screen according to the embodiment. [Figure 17] FIG. 2 is a diagram showing an example of a game screen according to the embodiment. [Figure 18] FIG. 2 is a diagram showing an example of a game screen according to the embodiment. [Figure 19] FIG. 2 is a diagram showing an example of a game screen according to the embodiment. [Figure 20] FIG. 11 is a diagram showing distribution history information in the second embodiment. [Figure 21] FIG. 11 is a diagram showing an example of a game screen according to a second embodiment. [Figure 22] FIG. 10 is a diagram illustrating magnification information according to another embodiment. [Figure 23] FIG. 2 is a diagram illustrating an example of a hardware configuration of a control circuit included in a user device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] (First embodiment) Hereinafter, a first embodiment of a game processing device, a game control method, a program, an information processing device, and a game control system will be described.
[0009] <Information processing system> An information processing system 11 will be described with reference to Fig. 1. In this embodiment, the information processing system 11 is a system for executing a game in which a plurality of users participate online, and for distributing and viewing videos of the game.
[0010] The information processing system 11 includes a real-time server 12, a multi-game server 13, an API server 14, and a user device 20. Each of the servers 12 to 14 and the user device 20 transmits and receives data via a network (not shown) such as the Internet. The information processing system 11 also includes a user information storage unit 15 and a game information storage unit 16. In this embodiment, the real-time server 12 corresponds to a game management unit (game management server), and the game control device and the multi-game server 13 correspond to a distribution management unit (distribution management server). The API server 14 also corresponds to a user information management unit (user information management server).
[0011] A user who distributes videos using a user device 20 is called a distributor user, and a user who watches the distributed videos is called a viewing user. A user can be both a distributor user and a viewing user. That is, a user is a viewing user when watching videos, and a distributor user when distributing videos. Furthermore, a user device 20 used by a distributor user is called a distributor user device 21, and a user device 20 used by a viewing user is called a viewing user device 22. In this embodiment, when there is no distinction between a distributor user and a viewing user, they are simply called "users." Furthermore, when there is no distinction between a distributor user device 21 and a viewing user device 22, they are simply called user devices 20.
[0012] Furthermore, the broadcast user device 21 is capable of broadcasting video of a game in which multiple broadcast users participate. Hereinafter, a broadcast user who creates a room to start a game is referred to as a host user, and a broadcast user who participates in a room created by the host user is referred to as a guest user. A group is formed when a host user and a guest user participate in a room. Furthermore, in this embodiment, for convenience of explanation, a broadcast user device 21 used by a host user is referred to as a host user device 21H, a broadcast user device 21 used by a guest user is referred to as a guest user device 21G, and when there is no need to distinguish between them, they are simply referred to as a broadcast user device 21.
[0013] The real-time server 12 transmits and receives data for executing a game between the host user device 21H and the guest user device 21G. The real-time server 12 receives game progress data from the host user device 21H and the guest user device 21G. The real-time server 12 transmits game control data to the host user device 21H and the guest user device 21G.
[0014] The multi-game server 13 is connected to the viewing user device 22 and the broadcasting user device 21. The multi-game server 13 is responsible for relaying data related to the broadcasting of moving images. The multi-game server 13 receives various data required for rendering game moving images from the broadcasting user device 21. The multi-game server 13 also transmits the received various data to the other broadcasting user devices 21 and the viewing user devices 22. For example, when the multi-game server 13 receives data for rendering moving images from the host user device 21H, it transmits data for rendering moving images or data obtained by processing the data to the guest user device 21G and the viewing user device 22. The multi-game server 13 transmits and receives data related to game moving images to and from the real-time server 12.
[0015] The API server 14 acquires and updates information that is updated relatively infrequently in response to requests from the real-time server 12 etc. Specifically, the API server 14 acquires and updates user information stored in the user information storage unit 15. In addition, the API server 14 acquires and updates game management information stored in the game information storage unit 16.
[0016] The hardware configuration of the user device 20 will be described with reference to FIG. 2. The user device 20 is a smartphone (multi-function phone terminal), a tablet terminal, a personal computer, a console game machine, a wearable computer, or an information processing device capable of playing videos other than these devices. The wearable computer may have a screen on which the user can watch videos. For example, it may be a head-mounted display worn on the user's head, or a glasses-type wearable terminal. The user device 20 may be a device that operates independently, or may be composed of multiple devices that are connected to each other so that various data can be transmitted and received between them. An example of the latter user device 20 is, for example, a system that performs tracking using an outside-in method.
[0017] The user device 20 includes a control unit 25, a storage 26 (storage medium), and a communication interface (I / F) 27. The control unit 25 includes one or more processing circuits. The processing circuits include a central processing unit (CPU), a graphic processing unit (GPU), a neural network processing unit (NPU), or a combination thereof. The control unit 25 also includes a memory that is a main storage device (storage medium) that the arithmetic circuit can read and write. The memory is composed of a semiconductor memory or the like. The control unit 25 loads an operating system and other programs from the storage 26 or an external storage into the memory. The control unit 25 also executes commands retrieved from the memory. The communication I / F 27 can transmit and receive data to and from each of the servers 12 to 14 via a network (not shown). The network includes various networks such as a local area network and the Internet.
[0018] The storage 26 is an auxiliary storage device (storage medium), and is, for example, a storage medium such as a magnetic disk, an optical disk, a semiconductor memory, etc. The storage 26 can also be used in combination with a plurality of storages.
[0019] The control unit 25 executes various processes related to video distribution and viewing by executing various programs recorded in the storage 26 based on the user's input operation on the operation unit 31. For ease of explanation, the state in which a video is distributed will be referred to as a distribution mode, and the state in which a video distributed by another distribution user is viewed will be referred to as a viewing mode.
[0020] The user device 20 also includes a sensor unit 28, a speaker 29, a microphone 30, an operation unit 31, and a display 32. At least one of the sensor unit 28, the speaker 29, the microphone 30, the operation unit 31, and the display 32 is provided in the same device as the control unit 25, or in a manner connected to a device including the control unit 25.
[0021] The sensor unit 28 is one or more sensors that detect face motions indicating changes in the user's facial expression and body motions indicating changes in the relative position of the user's body with respect to the sensor unit 28. Face motions include movements such as blinking and opening and closing of the mouth. The sensor unit 28 may be a publicly known sensor. An example of the sensor unit 28 includes a ToF sensor that measures the time of flight (Time of Flight) until light irradiated toward the user is reflected by the user's face or the like and returns, a camera that captures the user's face, and an image processing unit that performs image processing on the data captured by the camera. The sensor unit 28 may also include an RGB camera that captures visible light and a near-infrared camera that captures near-infrared light. For the RGB camera and the near-infrared camera, for example, True Depth, or "LIDAR" (Light Detection and Ranging, or Laser Imaging Detection and Ranging) such as "iPad Pro (registered trademark)", or other ToF sensors mounted on smartphones can be used. Specifically, this camera projects tens of thousands of invisible dots (points) onto the user's face or the like using a dot projector. Then, the reflected light of the dot pattern is detected and analyzed to form a depth map of the face, and an infrared image of the face, etc. is captured, thereby capturing accurate face data. The arithmetic processing unit of the sensor unit 28 generates various information based on the depth map and the infrared image, and compares the information with registered reference data to calculate the depth of each point of the face (the distance between each point and the near-infrared camera) and positional deviations other than the depth. The sensor unit 28 transmits the face motion and body motion as tracking data to the output control unit 52. The tracking data is an example of motion data. The motion data is data for operating an avatar object.
[0022] The sensor unit 28 may have a function of tracking not only the user's face but also the user's hands (hand tracking). The sensor unit 28 may also include a sensor that detects the position or orientation of a human body part other than the hand. The sensor unit 28 may further include a sensor such as an acceleration sensor that detects speed or acceleration, or a gyro sensor that detects direction or orientation. The sensor unit 28 may have a spatial mapping function that recognizes an object in the real space where the user exists based on the detection result of the above-mentioned ToF sensor or other known sensors, and maps the recognized object on a spatial map.
[0023] The speaker 29 converts voice data into voice and outputs it. The microphone 30 inputs voice spoken by the user and converts it into voice data. The display 32 outputs various images in response to output instructions from the control unit 25.
[0024] The operation unit 31 may be one that corresponds to the type of the user device 20. An example of the operation unit 31 is a touch panel integrated with the display 32. Other examples of the operation unit 31 include operation buttons provided on the housing of the user device 20, a keyboard, a mouse, and a controller operated by the user's hand. The controller may incorporate various known sensors such as an acceleration sensor and an inertial measurement unit (IMU) such as a gyroscope. Another example of the operation unit 31 may be a tracking device that identifies the user's hand movement, eye movement, head movement, line of sight, and the like. In this embodiment, for example, the user's instruction is determined based on the user's hand movement, and various operations such as starting or ending the distribution of a video, rating a message or a video, and displaying a predetermined object can be performed. Note that, when the sensor unit 28 also has an input interface function such as a hand track function, the operation unit 31 can be omitted.
[0025] The hardware configuration of each of the servers 12-14 will be described. The servers 12-14 are used by service providers and the like who provide services for users to distribute and watch videos. The servers 12-14 each include a control unit 25, a storage 26, and a communication I / F 27. These configurations are similar to those of the user device 20. The storage 26 of the real-time server 12 stores a program for controlling the game. Furthermore, the storage 26 of the multi-game server 13 stores a management program related to distribution.
[0026] <Data structure used in the game> Next, each piece of data used for game execution and video distribution will be described in detail with reference to Figs. 3 to 5.
[0027] FIG. 3 shows an example of the user information 35. The user information 35 is recorded in the user information storage unit 15. The user information 35 is information generated for each user, and includes a user ID (identifier) that is an identifier of the user, a possession value, a boost magnification, a game field, a picture book, and a total set value. The possession value is a value of a game parameter associated with the user. The game parameter is a parameter used in the game and associated with the user. For example, the parameters are attack power, defense power, combat power, physical strength (hit points, stamina), magic power (magic points), level, experience value, the number of skill points that are points consumed when using a skill, agility, the number of medals, the number of points, the number of coins, and the like. The game parameter can also be rephrased as the number or amount of game media associated with the user. The game media may be electronic data used in the game. The electronic data may be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, or donated by the user in the game. For example, the game media includes any media such as cards, items, virtual currency (medals or coins), tickets, characters, and avatars. The manner in which the game medium is used is not limited to that explicitly stated in this specification.
[0028] The boost factor is a factor that increases the group reward given to a user. The group reward is a reward given to all users belonging to a group when a predetermined reward condition (second reward condition) is met. The game field indicates a game field in which a user can play, among multiple game fields. The boost factor is recorded in association with the game field. In this embodiment, the boost factor is set to an initial value when the game ends. Furthermore, when the game is interrupted, the boost factor at the time of interruption is recorded.
[0029] The picture book is a list of moving objects acquired by the user in the game. The total setting value is the total of the setting values of the game parameters set by the user in the game. In this embodiment, the setting value is the number of medals (bet amount) bet by the user in the game. The user can bet the number of medals multiple times. The total setting value is the total of the number of medals bet by the user.
[0030] FIG. 4 shows an example of the game environment information 36. The game environment information 36 is master data and is recorded in the game information storage unit 16. The game environment information 36 includes a game field, an object ID (identifier), and an object attribute. In one of the games executed during video distribution, a game field can be selected. The game field indicates a plurality of game fields that can be executed within the game.
[0031] In a game field, moving objects that appear in the game field are determined. An object ID is an identifier of a moving object and is associated with the game field. An object attribute is attribute information of a moving object. For example, the object attribute includes rarity, total length, and weight. The object attribute also includes odds. The higher the difficulty of acquiring the moving object, the higher the odds (for example, 2x, 3x, etc.). In this embodiment, the odds are set to a multiplier of 1x or more and a multiplier of less than 1x depending on the type of moving object. The difficulty is determined in advance by other object attributes such as rarity, total length, and weight. In addition, the object attribute may include at least one of attributes such as "fire attribute" and "water attribute", attack power, defense power, combat power, physical strength (hit points, stamina), magic power (magic points), level, experience points, skill points that are points consumed when using a skill, agility, etc.
[0032] 5 shows an example of the game management information 37. The game management information 37 is generated for each room. The game management information 37 is recorded in the storage 26 and the game information storage unit 16 of the real-time server 12.
[0033] The game management information 37 includes new user information, game field information, stage, remaining time, and group parameters. New user information is information for identifying the host user and the guest user, such as the user ID of the host user and the user ID of the guest user. Game field information indicates the game field selected by the host user from among the game fields associated with the host user.
[0034] The stage of the game management information 37 indicates the stage in which the distribution user is playing. In this embodiment, the game includes multiple stages. A stage is a unit that divides the game into multiple parts. When the mission of one stage is accomplished, the user advances to the next stage. Each stage includes multiple parts. Each part ends when victory or defeat is decided. In addition, common parameters are used in the multiple stages. In this embodiment, a first stage and a second stage are included. A part is a battle against one moving object. In addition, the parameters common between the stages are the boost multiplier and the number of medals possessed. In other words, the number of medals possessed in the first stage can be carried over to the second stage. Furthermore, the user can use the same item across multiple stages.
[0035] The remaining time indicates the remaining time of the game. When the game of the second stage is being executed, the remaining time of the second stage is recorded in the game management information 37.
[0036] The group parameter is a parameter that is increased (or decreased) by each user participating in the game in cooperation with the other users. The group parameter is increased based on the game play status of each broadcast user participating in the game. In this embodiment, the group parameter is a parameter different from the game parameter, but may be the same parameter as the game parameter. The group parameter may be, for example, attack power, defense power, combat power, stamina, etc. Or, the group parameter may be the number of medals, the number of points, or the number or amount of game media. The stage, remaining time, and group parameter change according to the progress of the game.
[0037] <Server functions> The functions of the real-time server 12 will be described with reference to Fig. 6. The control unit 25 of the real-time server 12 executes a program recorded in the storage 26, thereby functioning as a first progression unit 40, a setting value specification unit 41, a rate setting unit 42, a first reward granting unit 43, a determination unit 44, a second progression unit 45, and a second reward granting unit 46. The second progression unit 45 corresponds to the game progression unit and the determination unit.
[0038] The first progression unit 40 progresses the game in the first stage of the game based on the game progress data received from the broadcast user device 21 of each broadcast user belonging to the group. Furthermore, when the broadcast user performs a predetermined operation in the first stage, the first progression unit 40 reduces the setting value identified by the setting value identification unit 41 from the possessed value of the user information 35. Furthermore, when the broadcast user updates the possessed value using the setting value, the first progression unit 40 updates the group parameters associated with the group.
[0039] Furthermore, the first progression unit 40 increases the value of a group parameter associated with the group when it receives a request to execute a first action from the broadcasting user device 21. Furthermore, the first progression unit 40 associates a moving object with the broadcasting user when it determines that the second in-game action by the broadcasting user is successful. Furthermore, the first progression unit 40 determines whether or not the game play situation satisfies the acquisition condition of the moving object. If the acquisition condition is satisfied, the moving object is associated with the broadcast user and recorded in the user information storage unit 15 via the API server 14.
[0040] The setting value specification unit 41 specifies the value of the game parameter set by the broadcasting user as the setting value. When the play status of the broadcast user in the first stage satisfies the first reward condition, the first reward granting unit 43 specifies the value of the game parameter according to the set value to be granted as the personal reward, and changes the possession value, which is the value of the game parameter associated with the broadcast user, based on the personal reward.
[0041] The rate setting unit 42 increases the boost rate associated with each broadcast user in accordance with the setting value specified by the setting value specifying unit 41. The second reward granting unit 46 increases the group reward granted to each broadcast user in accordance with the boost rate.
[0042] The determination unit 44 determines whether or not the group's mission has been accomplished based on the play status of each user in the first stage. In this embodiment, the determination unit 44 determines that the group's mission has been accomplished when the value of the group parameter reaches a predetermined value.
[0043] When the group's mission is accomplished, the second progression unit 45 progresses the game in the second stage based on the game progress data received from the broadcasting user device 21. Furthermore, when the second progression unit 45 determines that the second in-game action is successful, it associates a moving object with the broadcasting user. Furthermore, the second progression unit 45 decreases the group parameter over time, and ends the second stage when the group parameter reaches a lower limit value. The rate at which the group parameter decreases may be constant, or may increase or decrease over time.
[0044] When a broadcast user belonging to the group satisfies the second reward condition in the second stage, the second reward granting unit 46 identifies at least one of the broadcast users belonging to the group as a user to whom the group reward will be granted. In this embodiment, the users to whom the group reward will be granted are all broadcast users 70 belonging to the group. Furthermore, the second reward granting unit 46 identifies the value of a game parameter to be granted as a group reward for each user to whom the group reward will be granted. Then, the possession value of each user to whom the group reward will be granted is updated based on the group reward. Specifically, the value of the game parameter is respectively added to the possession value as the group reward. In this embodiment, the possession value returns to the initial value when the game ends.
[0045] In this embodiment, the second reward granting unit 46 grants a group reward to each broadcast user according to a boost magnification factor associated with the broadcast user. When a second reward condition related to a moving object is satisfied, the second reward granting unit 46 determines a group reward according to the boost magnification factor and a parameter value associated with the moving object.
[0046] <User device functions> Each function of the user device 20 will be described with reference to Fig. 7. The control unit 25 of the user device 20 executes a video application to function as an acquisition unit 50, an operation detection unit 51, a motion detection unit 54, an output control unit 52, and a transmission unit 53. The output control unit 52 corresponds to a first output control unit, a second output control unit, a first reward display unit, and a second reward display unit. The operation detection unit 51 corresponds to an operation reception unit, and the transmission unit corresponds to a first transmission unit and a second transmission unit.
[0047] The acquisition unit 50 acquires various data such as display control data transmitted from the other user devices 20 via the multi-game server 13, game control data transmitted from the real-time server 12, and the like.
[0048] The game control data that the acquisition unit 50 receives from the real-time server 12 includes at least one of data representing in-game actions of other broadcast users, data indicating group parameters, data indicating individual rewards, data indicating group rewards, and data related to objects in the game field. The game control data changes depending on the content of the game. Furthermore, the display control data that the acquisition unit 50 acquires from the multi-game server 13 is data for viewing video of a game distributed by a broadcast user who is another user. The display control data includes motion data associated with the other broadcast users. The data included in the display control data depends on the distribution method of the video. Furthermore, the acquisition unit 50 acquires voice data of the broadcast user from the multi-game server 13.
[0049] The operation detection unit 51 detects an input operation by a user to the operation unit 31. For example, the operation detection unit 51 accepts a user operation. The user operation is an operation of sending a display request for a gift object (gift display request), an operation of posting a message for a video, an operation of rating a video (selecting the "Like" button or the "favorite" button, etc.), etc. Furthermore, the operation detection unit 51 accepts a user's operation for viewing a moving object acquired in the game.
[0050] When the progress of the game satisfies the shooting conditions, the motion detection unit 54 acquires tracking data that detects the facial expressions and motions of the broadcast user, such as upper body movements, from the sensor unit 28. The tracking data is included in the motion data that moves the avatar object.
[0051] The output control unit 52 displays a game screen based on operations of a broadcasting user belonging to the group. The game screen changes continuously as the game progresses. Data that shows this game screen as a moving image is transmitted to the viewing user device 22. Furthermore, when the playing status of the broadcasting user in the first stage satisfies the first reward condition, the output control unit 52 displays the possession value updated using the value of the game parameter corresponding to the set value as a possession value reflecting the personal reward.
[0052] Furthermore, when the group's mission is accomplished, the output control unit 52 displays the game screen of the second stage. When a broadcasting user belonging to the group satisfies the second reward condition in the second stage, the output control unit 52 displays the user's owned value updated using the game parameter value as the group reward. In addition, the output control unit 52 displays an object display screen including the moving object acquired in the game and the distribution status of the video acquired from the multi-game server 13.
[0053] The transmission unit 53 transmits the game progress data to the real-time server 12, etc. The game progress data may include a request to start the game, a setting value set by the distribution user, a request to execute an in-game action, a request to end the presentation, a request to shoot, etc. The transmission unit 53 also transmits display control data including the motion data acquired by the action detection unit 54 to the multi-game server 13 as data for distributing the game video to other users.
[0054] <Video distribution method> Next, a video delivery method will be described. As a video delivery method, one of a client rendering method, a browser rendering method, a video delivery method, and a server delivery method can be used.
[0055] In the client rendering method, each user device 20 receives data necessary for drawing from the multi-game server 13 and displays the video. The data received from the multi-game server 13 includes motion data. Each user device 20 draws the video. Each user device 20 also obtains audio data based on the speech of the broadcasting user and outputs the audio in synchronization with the video. In this case, a video application (program) and various data such as model data for drawing avatar objects are recorded in the storage 26 of each user device 20.
[0056] The browser rendering method is a method in which the distributor user device 21 and the viewer user device 22 display moving images using a web browser program stored in the storage 26. At this time, the distributor user device 21 transmits display control data including motion data and the like to the multi-game server 13. The user device 20 that displays moving images downloads a web page that is written in a markup language such as HTML (Hyper Text Markup Language) and uses CSS (Cascading Style Sheets), JavaScript (registered trademark), and the like from the multi-game server 13. The web browser program started on the user device 20 draws avatar objects and other objects using JavaScript that runs on the browser. In this method, the user device 20 records data such as the URL of a web page for displaying moving images in the storage 26. In other words, model data of avatar objects and the like are not stored in the user device 20.
[0057] The video distribution method is a method in which the broadcasting user device 21 generates video data. Specifically, the broadcasting user device 21 generates video data using motion data detected by the motion detection unit 54. The broadcasting user device 21 also transmits the encoded video data and audio data to the multi-game server 13. The multi-game server 13 transmits the video data and audio data to the viewing user device 22. The viewing user device 22 displays the video on the display 32 based on the video data received from the broadcasting user device 21.
[0058] The server distribution method is a method in which the multi-game server 13 generates video data. The multi-game server 13 receives motion data and audio data from the broadcasting user device 21. The multi-game server 13 then generates video data based on the received data. The multi-game server 13 transmits the generated video data to the broadcasting user device 21 and the viewing user device 22. The broadcasting user device 21 and the viewing user device 22 output video to the display 32 based on the received video data.
[0059] In this way, the generation of video data is performed by either the user device 20 or the multi-game server 13. The device that generates the video data can be changed depending on the distribution method. The broadcaster user device 21 and the viewer user device 22 may display moving images in different formats. For example, the broadcaster user device 21 may display moving images in a client rendering format, while the viewer user device 22 may display moving images in a browser rendering format. Also, the user may be allowed to select the method of displaying moving images. For example, some of the viewer user devices 22 may display moving images in a client rendering format, while other devices may display moving images in a browser rendering format.
[0060] In this embodiment, a method will be described in which each user device 20 delivers moving images using the client rendering method. The client rendering method will be described in detail. Storage 26 records three-dimensional model data of avatar objects and other objects, etc. The three-dimensional model data includes drawing data of body parts constituting the main body of the avatar object, and attachment parts that can be attached to the avatar object. The body parts are parts that constitute the body parts of the avatar object. The data for drawing the body parts includes polygon data, skeletal data (bones) for expressing the movements of the avatar object, texture data, etc. At least some of the body parts can be set arbitrarily by the user. In other words, the height, build, etc. of the avatar object can be selected by the user. The attachment parts include texture data, etc. The broadcasting user can set the attachment parts of the avatar object corresponding to him / her to his / her preferred parts.
[0061] The transmitting unit 53 of the broadcasting user device 21 transmits identification information (parts ID) indicating parts of the avatar object as display control data to the multi-game server 13. The transmitting unit 53 also transmits the motion data acquired by the acquiring unit 50 and audio data based on the audio collected by the microphone 30 to the multi-game server 13. Furthermore, the transmitting unit 53 transmits, as display control data, identification information of an expression selected by the broadcasting user from among expressions of the avatar object registered in advance. This expression of the avatar object is hereinafter referred to as an "emote."
[0062] In addition, the broadcasting user can adjust the position and imaging range of the virtual camera in the virtual space. The broadcasting user device 21 changes the angle or position of the virtual camera set in the game field based on the user's operation. In addition, the broadcasting user device 21 expands or reduces the imaging range of the virtual camera set in the game field based on the user's operation. The transmission unit 53 may transmit the position of the virtual camera to the multi-game server 13. A timestamp is added to the motion data and the audio data. The timestamp is generated based on reference time information based on a circuit (internal clock) having a clocking function of the control unit 25. Alternatively, the timestamp is generated based on reference time information transmitted from the multi-game server 13 or reference time information acquired from another external server. The timestamp may represent the elapsed time from a reference time, or may represent the time of day.
[0063] The viewing user device 22 receives in advance the part ID of the avatar object of the broadcasting user at a predetermined timing, such as the timing when viewing of the video is started. The output control unit 52 receives display control data including motion data from the multi-game server 13. Then, the output control unit 52 performs rendering including the avatar object and objects other than the avatar object using the display control data. The rendering here refers to a drawing process including acquisition of the position of the virtual camera, perspective projection, hidden surface removal based on depth information associated with each object, and the like. The rendering may be at least one of these processes, or may include processes such as shading and texture mapping. The output control unit 52 also operates the avatar object using the motion data.
[0064] The output control unit 52 also receives data such as messages posted by other users from the multi-game server 13. The output control unit 52 outputs video data that combines images obtained by rendering avatar objects and other objects with posted messages, notifications, and the like to the display 32. The output control unit 52 also outputs audio data from the speaker 29 in synchronization with the video data based on a time stamp.
[0065] <Operation> The operations of the real-time server 12, the multi-game server 13, and the user devices 20 will be described with reference to a specific example of a game with reference to FIGS.
[0066] (Before the game starts) In the video application, a plurality of games are provided so that the user can select one. The user device 20 accepts a game selection operation by the user.
[0067] The user device 20 requests the real-time server 12 to generate a room in which multiple users can participate. The real-time server 12 generates the room with the user as the host user. The real-time server 12 also transmits information about the room to the host user device 21H and the multi-game server 13. Upon receiving the information about the room, the host user device 21H displays a lobby screen before the game is executed.
[0068] The minimum number of people who can participate in a game is one (only the host user), and the maximum number is, for example, four (one host user and three guest users). When the host user invites other users, the host user device 21H transmits a participation request to the other user devices 20 via the multi-game server 13 (or the real-time server 12) based on the operation of the host user. When the other user devices 20 that receive the participation request transmit a participation request to the real-time server 12 based on the operation of the other users, the real-time server 12 registers the user as a guest user in the game management information 37. This creates a group consisting of multiple broadcast users participating in the game.
[0069] Alternatively, a user device 20 used by a user other than the host user receives the received room information from the multi-game server 13 and displays the room information. This user device 20 transmits a participation request to the multi-game server 13 (or the real-time server 12) based on an operation of another user. The multi-game server 13 transmits identification information of the user who transmitted the participation request to the host user device 21H. The host user device 21H displays the identification information of the other user who transmitted the participation request. Furthermore, the host user device 21H transmits information approving the participation of the other user to the real-time server 12. As a result, the real-time server 12 registers the user who transmitted the participation request as a guest user in the game management information 37. Note that the host user and guest user are distribution users who distribute game videos.
[0070] The broadcasting user device 21 and viewing user device 22 of the guest user display a lobby screen. The lobby is a virtual space where the host user and guest users participating in the game gather before the game starts. In the lobby, the host user and guest users can communicate with each other by voice calls or chat. The lobby screen includes avatar objects corresponding to the participating host users and guest users, respectively. The output control unit 52 draws each avatar object using the motion data of the broadcasting user. Note that the broadcasting user device 21 and viewing user device 22 may also display the lobby screen after the game has ended. The host user device 21H accepts a predetermined operation by the host user on an operation object or the like displayed on the lobby screen, and transmits a game start request to the real-time server 12. Upon receiving the game start request, the real-time server 12 starts the game by executing a program for progressing the selected game. Note that the game can also be played by the host user alone.
[0071] (Example game) A specific example of the game will be described with reference to Fig. 8, focusing on in-game actions executed by a broadcasting user. Processing related to game parameters and processing related to group parameters will be described as separate processing. Note that the user device 20 will be described here as having a touch panel.
[0072] First, the first stage will be described. The first progression unit 40 and the second progression unit 45 of the real-time server 12 progress a game in which the broadcasting user fishes in a game field 55. The first progression unit 40 displays a plurality of game fields 55 (fishing spots) selectable by the host user. The first progression unit 40 records game field information indicating the game field 55 selected by the host user in the game management information 37. In addition, the first progression unit 40 and the second progression unit 45 transmit various data required for drawing the game field 55 to each broadcasting user device 21. The game field 55 includes a movable area 56. The first progression unit 40 and the second progression unit 45 control the movement of a moving object 57 within the movable area 56. The movable area 56 is a body of water such as the sea, a river, or a lake. In the movable area 56, the moving object 57 may be displayed as a silhouette. Alternatively, the moving object 57 may be displayed in a display manner in which its type is identifiable. The moving object 57 is an object representing a fish or another object.
[0073] The operation detection unit 51 of the broadcast user device 21 accepts a first action execution operation of the broadcast user using the broadcast user device 21 in a predetermined game scene and in a state where the item 58 is not located in the movable area 56. Specifically, the first action execution operation is a touch operation such as a tap operation, a swipe operation, a flick operation, etc. The predetermined game scene is a scene in which a cast, which is a first in-game action, can be executed. The cast is an in-game action of placing (dropping) an item 58 associated with the broadcast user in the movable area 56. The item 58 is an object that the user owns or can use in the game, and is an object associated with the user at least when the first action execution operation is performed. In this game, the item 58 includes at least one of a float, bait, a lure, a fishing rod, etc. The item 58 can also be selected by the broadcast user.
[0074] The transmission unit 53 transmits the game progress data including the first action execution request to the real-time server 12. When the first progression unit 40 receives the first action execution request from the broadcast user device 21, it executes a cast (game process P1).
[0075] The first progression unit 40 controls the movement of the moving object 57 and determines whether the relative distance between the moving object 57 and the item 58 reaches a predetermined distance or less. When the relative distance between the moving object 57 and the item 58 reaches a predetermined distance or less, the first progression unit 40 determines that the battle conditions are met (satisfied) (game process P2: hook). When the battle conditions are met, the moving object 57 becomes battle-ready (selectable). The acquisition unit 50 receives game control data including information indicating that the battle conditions are met from the real-time server 12. The output control unit 52 notifies that the moving object 57 is selectable by displaying an icon 59 prompting an operation, by the movement of the item 58, or by outputting vibration or sound of the user device 20. Note that when the first progression unit 40 determines that a predetermined operation (e.g., a tap operation) has been performed in the broadcasting user device 21 without the battle conditions being met, the item 58 is returned from the movable area 56 to its initial position, thereby enabling a cast to be redone.
[0076] When the operation detection unit 51 receives a second action execution operation (e.g., a tap operation) that is an operation performed within a predetermined time after the battle conditions are satisfied, the transmission unit 53 transmits game progress data including a second action execution request to the real-time server 12. When the first progression unit 40 receives the second action execution request, it executes a battle (second in-game action) against the moving object 57 (game process P3). Based on the game control data received from the real-time server 12, the broadcasting user device 21 displays the motion of the second in-game action in which the avatar object 60 attempts to fish up the moving object 57 associated with (hooked on) the item 58.
[0077] The first progression unit 40 determines whether the second in-game action is successful or not based on parameters associated with the broadcasting user and parameters associated with the moving object 57. For example, the first progression unit 40 determines the success rate (lottery probability) based on the acquisition probability associated with the moving object 57 and the set number of medals, which is a setting value set by the broadcasting user. In this case, the higher the acquisition probability or the set number of medals, the higher the success rate. Then, the first progression unit 40 performs a lottery to determine whether the action is a success or a failure based on the success rate. Note that, by taking game balance into consideration, the success rate may be lowered as the set number of medals increases.
[0078] When the first progression unit 40 determines that the broadcasting user has succeeded, it records the acquired moving object 57 (acquired object) as a catch in the user information 35 associated with the broadcasting user (game process P4). The catch may be changed depending on the item. Furthermore, the first progression unit 40 transmits game control data including information regarding the catch to the broadcasting user device 21. Note that, since the catch is associated with the broadcasting user, it also functions as a reward (game reward).
[0079] When the first progression unit 40 determines that the broadcast user has failed, it ends the match without associating the catch. The first progression unit 40 also transmits game control data including information indicating the failure to the broadcast user device 21. Then, when the first progression unit 40 receives a request to execute the first action from the broadcast user device 21, it executes a new cast.
[0080] While the game steps P1 to P4 are repeated in this manner, the output control unit 52 moves the moving object 57 based on the game control data. In addition, the broadcast user device 21 receives game control data related to the other broadcast users from the real-time server 12. Then, the output control unit 52 draws the avatar object 60 corresponding to the other broadcast user 70 based on the game control data related to the other broadcast users. As a result, the avatar object 60 corresponding to each broadcast user 70 performs a casting action, a fighting action (an action of fishing up the hooked moving object 57), and an action of acquiring the moving object 57. Note that the game control data also includes data indicating an emote selected by the other broadcast user. In this case, the output control unit 52 causes the avatar object 60 to perform the action of the selected emote using the motion data corresponding to the emote. The viewing user device 22 draws the avatar object 60 in the same manner as the broadcast user device 21 based on the game progress data transmitted from each broadcast user device 21.
[0081] Furthermore, the first progression unit 40 changes the scene in the middle of the first stage. Specifically, it changes the display mode of the game screen (such as the background color). At this time, the first progression unit 40 may change the type of the moving object 57 moving in the movable area 56.
[0082] The second progression unit 45 receives game progression data from the broadcaster user device 21 and transmits game control data to the broadcaster user device 21. The second progression unit 45 places normal moving objects 57 and special moving objects 57 (hereinafter referred to as special objects) in the movable area. Note that no special objects are placed in the first stage.
[0083] (First Stage) With reference to FIG. 9, the operation of the real-time server 12 in the first stage will be described, focusing on the processing related to game parameters and the processing related to group parameters.
[0084] When the first progression unit 40 accepts a first action execution operation (cast operation) by a broadcast user, the setting value identification unit 41 identifies the setting value set by that broadcast user (step S1). The setting value identification unit 41 transmits the identified setting value to the API server 14. The API server 14 adds the setting value to the total setting value.
[0085] In this embodiment, the game parameter, which is the set value, is the number of medals. The set value specification unit 41 sets the game speed according to the set number of medals. The game speed shortens the time from when the first in-game action is executed until the battle condition is met (or until the moving object 57 becomes available for battle).
[0086] Furthermore, when the first in-game action is executed by the first progression unit 40, the set value determination unit 41 subtracts the set value from the possessed value (step S2). Specifically, the set value determination unit 41 receives the possessed medal number, which is the possessed value recorded in the user information 35, from the API server 14. Then, the set medal number is subtracted from the possessed medal number. Note that, when the battle conditions are not met and the first in-game action is to be redone, the set medal number is added to the possessed value to return it to its original value.
[0087] The multiplier setting unit 42 performs a multiplier setting process using the specified set value (step S3). In the multiplier setting process, a boost multiplier used in the second stage is set. The multiplier setting unit 42 records the set boost multiplier in the user information 35 via the API server 14. Note that the multiplier setting process may be performed after the update process of subtracting the set value from the owned value and before the next update process.
[0088] The first reward granting unit 43 determines whether or not the first reward condition is satisfied (step S4). In this embodiment, the first reward condition is that the user's second in-game action on the selectable moving object 57 is successful. The first reward condition differs depending on the content of the game.
[0089] If the first reward granter 43 determines that the first reward condition is not satisfied (step S4: NO), the process proceeds to step S6. When the first reward condition is determined to be satisfied (step S4: YES), the first reward granting unit 43 grants an individual reward (step S5). Specifically, the first reward granting unit 43 determines an individual reward using the set medal number and the odds (multiplication factor) of the moving object 57 recorded in the game environment information 36. The larger the odds (e.g., "2x"), the greater the medal number of the individual reward. Also, the greater the set medal number, the greater the medal number of the individual reward. For example, the first reward granting unit 43 determines an individual reward using a value obtained by multiplying the set medal number and the odds. As described above, the odds are set to a multiplication factor of 1x or more and a multiplication factor of less than 1x depending on the moving object 57. That is, depending on the moving object 57 that is successfully acquired, there are cases where an individual reward of a set value or more is obtained and cases where an individual reward of a value smaller than the set value is obtained. The odds may be set for each type of moving object 57 or for each attribute (such as rarity). Alternatively, the odds may be set for each moving object 57. In other words, different odds may be set for multiple moving objects 57 of the same type.
[0090] The first reward granting unit 43 transmits the number of medals, which is the personal reward, to the API server 14 together with the user ID of the broadcast user 70 associated with the personal reward. The API server 14 adds the number of medals to the possession value of the user information 35 based on the user ID.
[0091] In this embodiment, the setting value used when determining the individual reward is the setting value when the first in-game action (cast) is executed. However, the timing of identifying the setting value used when determining the individual reward may be any timing that corresponds to the period during which the broadcasting user can change the setting value. For example, the setting value identified when the battle conditions are satisfied may be used to determine the individual reward.
[0092] The first progression unit 40 updates the group parameters (step S6). The group parameters are updated when the first in-game action is executed. Alternatively, the group parameters may be updated when the second in-game action is executed. The determination unit 44 determines the increase amount of the group parameters according to the set value. For example, the determination unit 44 determines the increase amount of the group parameters based on an increase magnification of the group parameters previously associated with the set medal number. The larger the set medal number, the larger the increase amount of the group parameters. The first progression unit 40 transmits the increase amount of the group parameters to the API server 14. The API server 14 updates the group parameters by adding the received increase amount to the total value of the group parameters in the game management information 37. The determination unit 44 appropriately acquires the group parameters from the API server 14 and determines whether the value has reached a predetermined value.
[0093] The determination unit 44 determines whether the first stage has ended based on whether the group's mission has been accomplished (step S7). If the determination unit 44 determines that the group's mission has not been accomplished, it determines that the first stage has not ended (step S7: NO), and returns to step S1, and steps S1 to S7 are executed by each function as the game progresses.
[0094] When the determination unit 44 determines that the group's mission has been accomplished (step S7: YES), the first stage ends. The first progression unit 40 transmits data control data including a request to move to the second stage to the broadcasting user device 21. When the broadcasting user device 21 receives this data control data, it displays the screen of the second stage. Note that if the time elapsed since the start of the first stage reaches the time limit, the game itself may end without moving to the second stage.
[0095] (Magnification setting process) The magnification setting process will be described with reference to Fig. 10. The magnification setting unit 42 specifies the total set value as the set value (step S10). Specifically, the magnification setting unit 42 acquires the total set value (e.g., "1000") of the user information 35 from the API server 14. The magnification setting unit 42 also adds the number of set medals (e.g., "100") specified in step S1 to the total set value (e.g., "1100").
[0096] Moreover, the rate setting unit 42 determines whether or not to update the boost rate (step S11). A plurality of thresholds (for example, "1100", "1200") are set in stages for the total set value. The rate setting unit 42 determines to update the boost rate every time the total set value reaches a new threshold.
[0097] When the multiplier setting unit 42 determines that the total set value has reached the threshold value (step S11: YES), it updates the boost multiplier (step S12). At this time, the multiplier setting unit 42 performs a lottery to determine the boost multiplier. That is, it selects one boost multiplier from a plurality of boost multipliers. At this time, the multiplier setting unit 42 selects a multiplier higher than the boost multiplier recorded in the user information 35. As a result, the boost multiplier becomes larger every time the total set value reaches the threshold value. The multiplier setting unit 42 records the boost multiplier obtained by lottery in the user information 35 via the API server 14. Furthermore, when the boost multiplier is updated, the multiplier setting unit 42 includes the boost multiplier in the game control data and transmits it to the broadcasting user device 21.
[0098] On the other hand, if the magnification setting unit 42 determines that the total set value has not reached the threshold value (step S11: NO), the magnification setting unit 42 ends the process. (Stage 2) With reference to FIG. 11, the operation of the real-time server 12 in the second stage will be described, focusing on the processing related to game parameters and the processing related to group parameters.
[0099] The setting value specifying unit 41 sets a setting value. In the second stage, the setting value specifying unit 41 sets the set medal number, which is the setting value, to a maximum value.
[0100] The second reward granting unit 46 determines whether or not the second in-game action is successful in the second stage (step S16). If the second reward granting unit 46 determines that the second in-game action is unsuccessful (step S16: NO), the process proceeds to step S20.
[0101] When the second reward granting unit 46 determines that the second in-game action is successful (step S16: YES), it determines whether or not the second reward condition is satisfied based on the play status of any of the broadcast users belonging to the group (step S17). In the specific example of the above game, the second reward condition is that the moving object that is the target of the second in-game action is a special object and the second in-game action is successful. The second reward condition differs depending on the game.
[0102] When the second reward granting unit 46 determines that the second reward condition is not satisfied (step S17: NO), it grants an individual reward, assuming that the second in-game action on the normal moving object 57 is successful (step S21). The second reward granting unit 46 determines the individual reward in the same manner as in the first stage.
[0103] When the second reward granting unit 46 determines that the second reward condition is satisfied based on the play status of any one of the broadcast users (step S17: YES), it grants a group reward to each broadcast user (step S18). The second reward granting unit 46 acquires the boost multiplier of each broadcast user recorded in the user information 35 via the API server 14. In addition, the second reward granting unit 46 acquires, from among the odds recorded in the game environment information 36, the odds of the moving object 57 acquired by the broadcast user via the API server 14.
[0104] Then, using the odds associated with the moving object 57 and the boost factor of each broadcast user, the value of the game parameter (number of medals) as the group reward is determined for each broadcast user. Higher odds are set for special objects compared to normal objects. Furthermore, the higher the odds, the higher the value of the game parameter granted to each broadcast user. Furthermore, the higher the boost factor of the broadcast user, the higher the value of the game parameter granted to that broadcast user. For example, the second reward granting unit 46 multiplies a constant using the set number of medals, the odds, and the boost factor to calculate the group reward.
[0105] The second reward granting unit 46 transmits the group reward and the user ID of the broadcast user 70 with which the group reward is associated to the API server 14. The API server 14 adds the game parameter value as the group reward to the possession value included in the user information 35 of each broadcast user, based on the user ID.
[0106] The second reward granting unit 46 transmits the game control data including a request to execute a special effect, in addition to information regarding the group reward determined for each broadcast user, to the broadcast user device 21 (step S19). At this time, the game control data includes a game parameter value as the group reward, and transmits the game control data to the broadcast user device 21 to which the group reward has been granted. In addition, the second reward granting unit 46 transmits the same game control data as that of the host user to the viewing user device 22.
[0107] The output control units 52 of the broadcaster user device 21 and the viewer user device 22 output a screen with a special effect based on the game control data. The special effect is output when the second reward condition is satisfied.
[0108] When the second reward granting unit 46 determines that the second in-game action has failed (step S16: NO), or when the second in-game action on the normal moving object 57 has succeeded (step S17: NO) and granted an individual reward (step S21), and when a request to execute a special effect has been sent (step S19), the second progression unit 45 determines whether the second stage has ended (step S20). The condition for ending the second stage is that the group parameter has reached a lower limit value.
[0109] If the second progression unit 45 determines that the second stage has ended (step S20: YES), it ends the game. If the second progression unit 45 determines that the second stage has not ended (step S20: NO), it returns to step S16.
[0110] A specific example of granting an individual reward to a broadcasting user will be described with reference to Fig. 12. In the example of Fig. 12, it is assumed that two broadcasting users 70 (host user 70H, guest user 70G) are participating in the game. It is also assumed that the real-time server 12 transmits and receives data such as setting value, possessed value, total setting value, boost magnification, remaining time, and group parameters between the API server 14.
[0111] The first progression unit 40 of the real-time server 12 receives game progress data including the set number of medals 71 (e.g., "100") to be bet by the host user 70H from the broadcast user device 21 of the host user 70H. The first progression unit 40 also receives game progress data including the set number of medals to bet by the guest user 70G (e.g., "200").
[0112] The first progression unit 40 updates the number of medals owned by the host user 70H (e.g., "900") by subtracting (consuming medals) the set number of medals from the number of medals owned by the host user 70H (e.g., "1000") In addition, the first progression unit 40 updates the number of medals owned by the guest user 70G (e.g., "800") by subtracting the set number of medals from the number of medals owned by the guest user 70G (e.g., "1000")
[0113] When the first reward granting unit 43 determines that the host user 70H's match against the moving object 57 is successful, it grants an individual reward 72 according to the set medal number 71 bet by the host user 70H. The first reward granting unit 43 updates the possessed value (e.g., "1100") by adding a new medal number (e.g., "200") as the individual reward 72 to the possessed medal number associated with the host user 70H. In addition, the moving object 57 is associated with the host user 70H.
[0114] Here, it is assumed that the guest user 70G has successfully played against the same moving object 57 as the moving object 57 associated with the host user 70H. If the set medal number 71 (e.g., "200") of the guest user 70G is greater than the set medal number 71 of the host user 70H, the personal reward 72 (e.g., "400") given to the guest user 70G is greater than the personal reward 72 given to the host user 70H. The first reward giving unit 43 updates the possession value by adding the personal reward 72 to the possessed medal number associated with the guest user 70G (e.g., "1200"). Note that, if the battle against the moving object 57 fails, the set medal number 71 is subtracted from the possessed value, while the personal reward 72 is not given.
[0115] Furthermore, when the determination unit 44 receives a request to execute a cast from each broadcast user device 21, it increases the total value of the group parameter regardless of whether the second in-game action is successful or not. The broadcast user device 21 indicates the total value of the group parameter in a group gauge 73. The unit of the group parameter may be a unique unit (e.g., "1", "2") or the number of medals.
[0116] Thus, in the first stage, the broadcasting user 70 basically enjoys playing against the moving object 57 individually. In addition, the first reward granting unit 43 grants an individual reward 72 based on the result of the battle. Meanwhile, the first progression unit 40 increases the group parameter based on the execution of the cast of the broadcasting user 70. Since the group parameter increases regardless of the result of the battle, it is possible to move to the second stage by the efforts of each broadcasting user, regardless of the game playing experience or the technique of the broadcasting user. This can increase the user's motivation for the game. In addition, a user who plays the game for the first time can play the game without worrying about the difference in playing experience with users who have already played the game. Furthermore, the more users who participate in the game, the faster the group parameter increases. This can encourage the host user to request other users to participate.
[0117] A specific example of granting a group reward to a broadcast user will be described with reference to FIG. In the first stage, the magnification setting unit 42 of the real-time server 12 sets boost magnifications 74H, 74G for each broadcast user 70 according to the set medal count 71. Specifically, the magnification setting unit 42 totals the set medal counts 71 (e.g., "100", "200", "300") consumed for each broadcast user 70 each time an action execution operation by the broadcast user 70 is accepted (e.g., "600"). Then, when the total value of the set medal counts 71 reaches a threshold value (e.g., "500"), the magnification setting unit 42 draws one boost magnification 74H, 74G from the boost magnifications (e.g., "x2", "x3", ...). By drawing the boost magnification in this way, the randomness is increased, and the interest of the game can be increased.
[0118] When the group parameter reaches the maximum value in the first stage, the second progression unit 45 progresses the game in the second stage. Note that the second progression unit 45 does not subtract the number of medals set by the broadcast user 70 from the number of medals owned by the broadcast user 70 even if a cast is performed.
[0119] In FIG. 13, for example, it is assumed that the play status of the host user 70H satisfies the second reward condition. In this case, the second reward granting unit 46 uses the boost factor 74H (e.g., “×2”) set for the host user 70H to determine the number of medals (e.g., “5000”) that is the group reward 75 for the host user 70H. In addition, the second reward granting unit 46 uses the boost factor 74G (e.g., “×4”) for the guest user 70G to determine the number of medals (e.g., “10000”) that is the group reward 75 for the guest user 70G. In other words, even if the host user 70H satisfies the second reward condition while the guest user 70G does not satisfy the second reward condition, the group reward 75 is granted to all broadcasting users 70 participating in the game. In addition, since the group reward 75 awarded to each individual is determined according to the boost multipliers 74H, 74G associated with each distribution user 70, the group reward 75 awarded to the guest user 70G may be higher than the group reward 75 awarded to the host user 70H who meets the second reward condition.
[0120] In this way, in the second stage, the group reward is awarded not only to the broadcast user himself, but also to other broadcast users 70 who participate in the group when the second reward condition is satisfied. Therefore, in the second stage, in addition to the fun of receiving a reward according to the set medal number 71 bet by the broadcast user 70, it is possible to enhance a sense of solidarity between the broadcast users. Therefore, it is possible to prevent the broadcast user 70 from getting the impression that the game is monotonous. Furthermore, the number of medals is more likely to increase in the second stage than in the first stage. Therefore, it is possible to allow the broadcast user to experience the fun of a vigorous increase in the number of medals.
[0121] Also, by increasing the set medal number 71 in the first stage, the boost rate used in the second stage is likely to be high. This can increase the motivation of each distribution user 70 for the first stage. Also, since a game in which the medal number is bet in this way has a random element, users who do not like randomness tend not to participate in the game. However, by making it a game played by multiple users in this way, the elements that users can enjoy are increased. This can soften the impression of the randomness of the game.
[0122] <Special performance> Next, the special effects (step S19) will be described in detail. Here, the period during which the first and second stages of the game are played, excluding the period during which the special effects are played, is referred to as the game progress period. The period during which the special effects are played is the period during which photography is possible (hereinafter, referred to as the photography period). The photography period starts when the second reward condition, which is the acquisition condition, is satisfied.
[0123] When the output control unit 52 of the broadcast user device 21 receives a request to execute a special effect from the real-time server 12, it starts a shooting period in which the avatar object 60 is shot. During the shooting period, the progress of the game is stopped. For example, the real-time server 12 stops the decrease of the group parameter. The output control unit 52 stops the display of the game screen during the shooting period. In addition, the output control unit 52 displays the avatar object 60 reflecting the facial expression and other movements of the broadcast user 70 on the special effect screen using the tracking data detected by the movement detection unit 54. The avatar object 60 reflecting the facial expression and other movements of the broadcast user 70 is the avatar object 60 in the second display mode. In addition, the output control unit 52 displays the avatar object 60 reflecting the facial expression and other movements of the other broadcast user 70 on the special effect screen using the tracking data of the other broadcast user 70 acquired by the acquisition unit 50. Note that, when the broadcast user 70 using the own device or another broadcast user 70 selects the emote function, the output control unit 52 displays the avatar object 60 using the motion data corresponding to the selected emote.
[0124] Furthermore, during the shooting period, output control unit 52 records an image including the avatar object in storage 26 based on an operation (shooting operation) of broadcasting user 70. The condition for ending the shooting period is that operation detection unit 51 has accepted an operation by broadcasting user 70 to close the special effect screen, or a predetermined time has elapsed since the start of the shooting period.
[0125] When the shooting period ends, the output control unit 52 ends the shooting period and terminates the display of the avatar object 60 using the tracking data, and also starts the game progress period and displays the game screen.
[0126] During the shooting period, the second progression unit 45 may stop the progress of the game while executing at least a part of the game processing related to the second stage. For example, if another broadcast user 70 is in a match immediately before the shooting period starts, the second progression unit 45 may calculate the success rate and determine whether the match is a success or failure.
[0127] Furthermore, when the game progress period is resumed, the output control unit 52 may display a game screen based on the game progress data immediately before the start of the shooting period. The game progress data includes the play status of other broadcast users 70. For example, if a broadcast user 70 other than the broadcast user 70 who satisfied the second reward condition immediately before the shooting period performed the first in-game action (cast), the output control unit 52 displays a game screen in a state in which the broadcast user 70 performed the first in-game action.
[0128] Alternatively, when the game progress period is resumed, the output control unit 52 may reset the play status of each broadcast user 70 to the initial state before the first in-game action (cast) was performed. Alternatively, if the second progression unit 45 determines that one distribution user 70 satisfies the second reward condition immediately before the shooting period in which the other distribution user 70 satisfies the second reward condition, the second progression unit 45 may perform special effects in succession.
[0129] <Illustrated book> With reference to FIG. 14, the encyclopedia registration process executed by the first progression unit 40 and the second progression unit 45 will be described. The encyclopedia registration process is performed on the encyclopedia associated with the broadcast user 70 when the broadcast user 70 meets the object acquisition conditions. The acquisition condition is that the broadcast user 70 successfully performs a second in-game action. Here, it will be described how the first progression unit 40 performs registration in the encyclopedia when the acquisition conditions are met in the first stage. Note that the second progression unit 45 also performs the encyclopedia registration process in a similar manner.
[0130] The order in which the game fields 55 are opened to users is determined in advance. In addition, the moving object 57 is associated with the game field 55. When the broadcasting user 70 is successful in the second in-game action, the first progression unit 40 registers the moving object 57 in the picture book (step S26). Specifically, the first progression unit 40 transmits the object ID of the moving object 57, the user ID of the broadcasting user 70 who acquired the moving object 57, and a registration request to the API server 14. The API server 14 registers the object ID of the moving object 57 in the picture book of the game field 55 associated with the moving object 57, which is part of the user information 35 corresponding to the user ID.
[0131] The first progression unit 40 acquires the completion rate of the picture book identified in step S27 for each game field 55 associated with the broadcast user who has succeeded in the second in-game action (step S27). Specifically, the completion rate represents the ratio of the number of moving objects 57 registered in the picture book to the number that can be registered in the picture book. The first progression unit 40 may acquire the completion rate calculated by the API server 14. Alternatively, the first progression unit 40 may acquire the number that can be registered and the number of moving objects 57 registered in the picture book from the API server 14 and calculate the completion rate.
[0132] The first progression unit 40 determines whether the completion rate is equal to or greater than a predetermined rate (step S28). If it determines that the completion rate (e.g., 60%) is less than the predetermined rate (e.g., 80%) (step S28: NO), the processing waits until the broadcast user 70 succeeds in the next second in-game action.
[0133] On the other hand, when the first progression unit 40 determines that the completion rate (e.g., 85%) is equal to or greater than a predetermined rate (e.g., 80%) (step S28: YES), it opens a new game field 55 to that broadcast user 70 in accordance with a predetermined order of opening (step S29). For example, it opens the game field 55 with the lowest order (the smallest assigned number) among the unopened game fields 55. The first progression unit 40 records the opened game field 55 in the user information 35. Thereby, when the broadcast user 70 becomes the host user 70H, he or she can start a game in the opened game field 55.
[0134] Basically, a user can play the game in a game field 55 that is open to the user. However, as described above, when the user participates in a game as a guest user 70G, the user can play the game in a game field 55 that is not open to the guest user 70G, as long as the game field 55 is open to the host user 70H. Furthermore, the guest user 70G can register a moving object 57 in a picture book associated with a game field 55, even if the game field 55 is not open to the guest user 70G.
[0135] Even if a game field 55 is not open to the guest user 70G, if the completion rate of the picture book reaches or exceeds a predetermined rate, the guest user 70G may be able to play the game in that game field 55. <Display screen> 15 to 18, examples of various screens that are displayed on the display 32 of the user device 20 when a fishing game is executed will be described.
[0136] Fig. 15 shows an example of a game screen 80 displayed by the broadcasting user device 21. The example in Fig. 15 shows the game screen 80 in the first stage. The output control unit 52 receives the game environment information 36 from the API server 14. The output control unit 52 also receives game control data from the real-time server 12. Furthermore, the output control unit 52 receives display control data for drawing the avatar object 60 from the multi-game server 13. The output control unit 52 then displays the game screen 80 using this information.
[0137] The game screen 80 includes the background of the game field 55. The game screen 80 also includes images of an avatar object 60, a fishing rod 81, an item 58, a movable area 56, and a movable object 57. In the example of Fig. 15, it is assumed that two broadcast users 70 are participating in the game.
[0138] The output control unit 52 draws the avatar object 60 using motion data of a predetermined in-game action based on the operation of the broadcasting user 70. The in-game action is a casting action, an action of fighting against the moving object 57, an action of fishing up the moving object 57, etc. During the game progress period, in order to reduce the processing load on the user device 20, the output control unit 52 draws the avatar object 60 without using motion data that detects the facial expression of the broadcasting user 70.
[0139] The operation detection unit 51 accepts the selection of an emote function by the broadcasting user 70. After a cast is performed, the operation detection unit 51 does not accept the broadcasting user's selection of an emote until the match ends or until the broadcasting user collects an item without a match. The output control unit 52 draws the avatar object 60 using motion data corresponding to the type of emote selected. The output control unit 52 also receives information specifying an emote selected by another broadcasting user 70 from the multi-game server 13. Then, the output control unit 52 draws the avatar object 60 using the motion data specified by the other broadcasting user 70.
[0140] The game screen 80 includes an individual gauge 82 and a group gauge 83. The individual gauge 82 indicates the number of set medals. In the example of Fig. 15, when the operation detection unit 51 accepts the operation of the plus button and minus button of the individual gauge 82, the output control unit 52 increases the gauge value of the individual gauge 82. In addition, the transmission unit 53 transmits the set number of medals to the real-time server 12. A medal number display unit 84 indicating the set medals is adjacent to the individual gauge 82.
[0141] The output control unit 52 displays a group gauge 83 using the group parameters received from the API server 14. The group gauge 83 indicates the value of the group parameters. In the second stage, the individual gauge 82 automatically becomes the maximum value. Also, when the second stage starts, the group gauge 83 is at the maximum value, but decreases over time.
[0142] The game screen 80 also includes a speed display section 85, a magnification display section 86, and a possessed medal display section 87. The output control section 52 displays these based on the speed value (not shown), boost magnification, and possessed value received from the API server 14. The speed display section 85 indicates the speed at which the group parameter increases. The magnification display section 86 indicates the boost magnification of the broadcast user 70. The possessed medal display section 87 indicates the number of medals, which is the possessed value recorded in the user information 35 of the broadcast user 70. The broadcast user device 21 displays a personal gauge 82, speed display section 85, magnification display section 86, and possessed medal display section 87 corresponding to the broadcast user 70 using the broadcast user device 21.
[0143] Furthermore, the game screen 80 includes an illustrated book display button 88A, an emote selection button 88B, and a camera button 88C. When the illustrated book display button 88A is selected by the broadcasting user 70, the transmission unit 53 transmits the user ID and an illustrated book transmission request to the API server 14. The acquisition unit 50 receives information about the illustrated book from the API server 14 and displays the illustrated book associated with the broadcasting user 70. When the emote selection button 88B is selected, the output control unit 52 displays a plurality of emotes selectable. The output control unit 52 uses the emote selected by the broadcasting user to draw an avatar object 60 corresponding to the broadcasting user. In addition, the transmission unit 53 transmits information specifying the selected emote to the multi-game server 13. When the camera button 88C is selected, the output control unit 52 captures the game screen.
[0144] The viewing user device 22 displays a game screen (not shown) similar to that of the broadcaster user device 21, except for the personal gauge 82, the multiplier display section 86, and the owned medal display section 87. The game screen displayed by the viewing user device 22 includes a group gauge 83 and a speed display section 85.
[0145] Furthermore, the game screen displayed by the viewing user device 22 includes a rating button, a gift button, a camera button, and a collaboration button (all not shown). The rating button is a button that allows the viewing user to express a favorable rating for a broadcast (e.g., "Like!"). The gift button is a button for giving a gift to the broadcasting user 70. When the gift button is selected by the viewing user, the viewing user device 22 transmits a gift display request to the multi-game server 13. After the game ends, the multi-game server 13 displays a gift object corresponding to the gift display request on the screen. The camera button is a button for capturing the screen. The collaboration button is a button for participating in the game. In the game screen 80 illustrated in FIG. 15, the medal count display section 84, the group gauge 83, and the speed display section 85 are efficiently displayed so that they can be easily viewed even on a small screen such as a smartphone. The personal gauge 82 is positioned so that the user can easily operate it with one hand. Furthermore, the personal gauge 82 and the group gauge 83 have an elongated shape. The longitudinal direction of the personal gauge 82 is a first direction (horizontal direction), and the longitudinal direction of the group gauge 83 is a second direction (vertical direction). Therefore, even if there are multiple gauges within the game screen 80, the user can distinguish them at a glance.
[0146] 16 is an example of a reward screen 90 notifying the broadcast user 70 that a personal reward has been granted. The reward screen 90 is displayed in the first stage personal reward granting process (step S5) and the second stage personal reward granting process (step S21).
[0147] The reward screen 90 includes a catch display section 91. The catch display section 91 displays the moving object 57 for which the second in-game action has been successful as the catch. The reward screen 90 also displays the attributes (name, size, weight) of the moving object 57. The reward screen 90 also includes the number of medals 92, which is the personal reward. This screen is a screen indicating that a personal reward has been granted to the broadcast user 70 using the broadcast user device 21. If a personal reward has been granted to another broadcast user 70, a reward screen in a different display mode is displayed. For example, this reward screen displays the broadcast user 70 who obtained the catch in association with the catch. The image of the personal reward granted to the other broadcast user 70 may be smaller in size than the image of the personal reward acquired by the broadcast user 70 using the broadcast user's own device. Alternatively, the amount of information included in the image of the personal reward granted to the other broadcast user 70 may be smaller than the amount of information included in the image of the personal reward acquired by the broadcast user 70 using the broadcast user's own device. Furthermore, images of catches granted to other broadcasting users 70 may be smaller in size and may contain less information than images of catches acquired by the broadcasting user 70 using the broadcasting user's own device. When multiple broadcasting users 70 acquire personal rewards, images of the personal rewards are displayed frequently, but by making the images of the personal rewards granted to other broadcasting users 70 smaller, for example, it is possible to prevent the actions of the broadcasting user 70 of the broadcasting user's own device or the movements of each broadcasting user 70 from being obscured by the images of the personal rewards. It is also possible to prevent the screen from becoming difficult to see and disrupting the progress of the game.
[0148] 17 shows an example of a special effect screen 95 displayed by the broadcast user device 21. The special effect screen 95 is displayed in the process of performing a special effect (step S19). The special effect screen 95 includes the avatar objects 60 that have participated in the game. The output control unit 52 displays each avatar object 60 in a size that allows at least the facial expression to be discerned when viewed from the user. The output control unit 52 also displays the avatar object 60 reflecting motion data indicating the motion of the broadcast user 70. The motion of the broadcast user 70 includes at least one of the motions of the head (neck), arms, hands, and torso in addition to the facial expression of the broadcast user 70. Furthermore, when the broadcast user 70 selects an emote function, the output control unit 52 displays the avatar object 60 using the motion data corresponding to the selected emote. Note that the special effect screen 95 may include an image of the acquired special object 106 (moving object 57). Furthermore, the acquired special object 106 may be displayed in association with a predetermined part (e.g., a hand) of the avatar object 60 that acquired the special object 106. By associating the special object 106 with the predetermined part, the special object 106 is displayed as if it is in contact with the predetermined part. As a result, the avatar object 60 having the special object 106 is displayed.
[0149] The special effect screen 95 includes an emote selection button 88B, a camera button 88C, and an end button 96. When the emote selection button 88B is selected, the output control unit 52 of the user device 20 displays an emote selection section (not shown) in which a plurality of icons representing each emote are displayed. The broadcasting user 70 selects one of the icons displayed in the emote selection section. The broadcasting user device 21 transmits information specifying motion data corresponding to the selected icon to the multi-game server 13. The multi-game server 13 transmits display control data including information representing the motion data to the other user devices 20. Note that the multi-game server 13 may transmit the motion data itself.
[0150] When the broadcasting user 70 selects the camera button 88C, the output control unit 52 captures (takes) a picture of the screen. At this time, the output control unit 52 of the broadcasting user device 21 may erase each icon and capture the screen. The output control unit 52 then records the captured image in the storage 26. Furthermore, when the viewing user selects the camera button (not shown), the viewing user device 22 captures (takes) a picture of the screen and records the captured image in the storage 26.
[0151] Reflecting the facial expression of the broadcasting user 70 on the avatar object 60 while the game is being played increases the processing load on the user device 20. If the broadcasting method is a server rendering method, the processing load on the multi-game server 13 increases. In addition, there is a delay in reflecting the facial expression on the avatar object 60 relative to the progress of the game, making it difficult to synchronize them.
[0152] Therefore, as described above, by providing a time for photographing the avatar object 60 while the game is paused from the user's perspective, it is possible to reduce the processing load of the user device 20 while giving the broadcasting user 70 a sense of solidarity by sharing the same game space. The broadcasting user 70 can perform a variety of performances on the special effect screen 95. Furthermore, by displaying the special effect screen 95, it is possible to prevent the viewing user from getting bored of watching the video. In addition, when multiple broadcasting users participate in a game, it is difficult for the broadcasting user to check the playing status of the other broadcasting users because the broadcasting user is concentrating on his / her own game play. In the above game, by providing a special effect when the other broadcasting user succeeds in the second in-game action, it is possible to secure time to praise the other broadcasting user for acquiring the special object. This allows the broadcasting users to communicate with each other.
[0153] FIG. 18 shows an example of the picture book screen 100. When the picture book display button 88A (included in the game screen 80 in FIG. 15 and FIG. 16, for example) is selected by the broadcast user 70, the broadcast user device 21 displays the picture book screen 100. The picture book screen 100 includes a list of objects. In this embodiment, the picture book display button 88A is displayed on the screen of the broadcast user device 21 during execution of the game. The broadcast user 70 may select the picture book display button 88A during execution of the game to display the picture book screen 100. The picture book display button 88A is also displayed on the lobby screen. The broadcast user 70 may select the picture book display button 88A to display the picture book screen 100 before the start of the game and after the end of the game.
[0154] The picture book screen 100 includes a field identification section 101 and an object display section 102. The output control section 52 displays the moving object 57 acquired by the broadcasting user 70 as the object display section 102 in association with the game field 55 represented by the field identification section 101. As described above, a predetermined number of moving objects 57 that can be acquired in the game field 55 are associated with the game field 55. The object display section includes an acquired object display section 102A that shows the moving object 57 that the broadcasting user 70 has already acquired, and an unacquired object display section 102B that shows the moving object 57 that can be acquired but has not yet been acquired. The acquired object display section 102A can accept an operation by the broadcasting user 70. The acquired object display section 102A and the unacquired object display section 102B are displayed in association with the rarity (degree of rarity) 103 of the corresponding moving object 57.
[0155] The acquired object display section 102A includes an image of the moving object 57. The moving object 57 is not displayed in the unacquired object display section 102B. Alternatively, as shown in Fig. 18, the unacquired object display section 102B may be in a display mode in which the type of the moving object 57 cannot be determined at a glance, such as a state in which only the silhouette of the moving object 57 is displayed. In addition, the picture book screen 100 includes an object number display section 110 that displays the number of moving objects 57 that can be acquired in the game field 55 and the number of acquired moving objects 57.
[0156] As shown in FIG. 19, when the output control unit 52 receives an operation by the distribution user 70 to select the acquired object display unit 102A, it displays the object display screen 105. The acquisition unit 50 requests information for displaying the object display screen 105 from the API server 14, or acquires the information in advance. In addition to an image of the moving object 57, the object display screen 105 includes the name, attributes, and rarity of the moving object 57, and the number of times the moving object 57 has been acquired. The attributes include the total length and weight of the moving object 57. The rarity is the rarity of the moving object 57. The higher the rarity, the more medals the distribution user 70 can acquire.
[0157] The distribution user 70 may acquire a moving object 57 of the same type as the moving object 57 already registered in the illustrated book, but with different attributes such as total length or weight. When the first progression unit 40 or the second progression unit 45 acquires a moving object 57 already registered in the illustrated book, the first progression unit 40 or the second progression unit 45 updates the number of times the same moving object 57 has been acquired via the API server 14. The output control unit 52 displays the number of times the moving object 57 has been caught on the object display screen 105. In this case, the first progression unit 40 or the second progression unit 45 may register multiple moving objects 57 in the illustrated book. Alternatively, the first progression unit 40 or the second progression unit 45 may compare the attributes of the already registered moving object 57 and the newly acquired moving object 57. Then, as a result of the comparison, a moving object 57 with a high rarity or a large (or small) parameter may be newly registered in the illustrated book. For example, when the same type of moving object 57 is acquired, the moving object 57 with a large total length or weight included in the attributes may be registered in the illustrated book.
[0158] When the host user 70H displays the pictorial book screen 100, the viewing user can view the pictorial book screen 100. For example, the broadcasting user device 21 and the viewing user device 22 display the pictorial book screen 100 of the host user 70H on a lobby screen that is displayed after the game ends. Displaying such a pictorial book screen 100 allows the user to feel the fun of collecting the moving objects 57.
[0159] <Hardware configuration> An example of a processing circuit will be described with reference to Fig. 23. Fig. 23 is a block diagram of a processing circuit of the user device 20 disclosed in this specification. The processing circuit 200 corresponds to the control unit 25 and the communication interface 27 shown in Fig. 2. Each of the servers 12 to 14 also has a control circuit with a similar configuration.
[0160] The processing circuit 200 includes a CPU 201, which is a processor that executes one or more of the control processes disclosed in this specification, and a memory 202. Processing data and instructions may be stored in the memory 202. In addition, these processing data and instructions may be stored in a storage 26, which is a storage medium disk such as a hard drive (HDD) or a portable storage medium, or may be stored in a storage medium provided separately from the processing circuit 200. The storage 26 is connected to the CPU 201 via a bus 210 and a storage controller 203.
[0161] Each function disclosed herein may be implemented using circuits that may include, but are not limited to the CPU 201, general-purpose processors, special-purpose processors, integrated circuits, ASICs (Application Specific Integrated Circuits), conventional circuits, and / or combinations thereof, configured or programmed to perform the disclosed functions. A processor is a processing circuit or circuit since it includes transistors and other circuits therein. A processor may be a programmed processor that executes a program stored in a memory. In this disclosure, a processing circuit, a first output control unit, or other unit or means is hardware that performs or is programmed to perform the mentioned functions. The hardware may be any hardware disclosed herein or otherwise known that is programmed or configured to perform the mentioned functions.
[0162] Furthermore, the processor is not limited by the form of computer readable medium on which the instructions of the process are stored. For example, the instructions may be stored on a CD, DVD, FLASH memory, RAM, ROM, PROM, EPROM, EEPROM, hard disk or other non-transitory computer readable medium of an information processing device with which the processing circuit 200 communicates, such as a server or computer. The process may also be stored in network-based storage, cloud-based storage, or other mobile-accessible storage and executable by the processing circuit 200.
[0163] The descriptions or blocks in the flowcharts disclosed herein may be understood to represent modules, segments, or portions of code that include one or more executable instructions for implementing specific logical functions or steps in a process. Also, the descriptions or blocks may perform functions in a different order than that shown or described in the specification, such as substantially simultaneously or in reverse order.
[0164] The hardware elements for implementing the processing circuit 200 may be implemented by various circuit elements. Furthermore, the functions of the above-described embodiments may be implemented by a circuit including one or more processing circuits.
[0165] The processing circuit 200 also includes a network controller 206 for connecting to a network NW. The network NW can be a public network such as the Internet, or a private network such as a local area network (LAN) or a wide area network (WAN), or any combination thereof, and can also include a public switched telephone network (PSTN) or an integrated services digital network (ISDN) sub-network. The network NW can also be wired, such as an Ethernet network, a universal serial bus (USB) cable, or wireless, such as a cellular network including 3G, 4G and 5G wireless cellular systems. The wireless network can also be Wi-Fi, wireless LAN, Bluetooth, or other forms of wireless communication known in the art. Furthermore, the network controller 206 can be compliant with other direct communication standards, such as Bluetooth, near field communication (NFC), infrared, etc.
[0166] The processing circuit 200 further includes a display controller 205 and an input / output interface 207. These are connected to a bus 210. The display controller 205 is connected to a display 32. The input / output interface 207 is connected to a touch panel 208 and a peripheral device 209. The peripheral device 209 is, for example, a speaker or a microphone. Each of the servers 12 to 14 can be configured without the display controller 205 and the input / output interface 207.
[0167] The effects of the first embodiment will be described. (1-1) In a game in which a reward is awarded according to a set value bet by a broadcast user 70, when a broadcast user 70 belonging to a group satisfies a second reward condition, the second progression unit 45 awards a group reward 75 to each broadcast user 70 belonging to the group. This makes it easier for each broadcast user 70 participating in the game to feel a sense of solidarity. This makes it possible to prevent users from getting the impression that the game is monotonous, and to increase the interest of the game, compared to a game in which an individual bets a set value to obtain a reward.
[0168] (1-2) The first progression unit 40 subtracts a set value from the possession value associated with the broadcasting user 70 by executing a first in-game action based on the first action execution operation. Then, if the second in-game action is successful, a personal reward 72 according to the set value is added to the possession value. This makes it possible to provide the broadcasting user 70 with the fun of having the personal reward 72 increase according to the set value.
[0169] (1-3) The first progression unit 40 increases the boost factor according to the set value. Also, the second reward granting unit 46 increases the group reward 75 according to the boost factor. In other words, the play situation using the set value in the first stage affects the group reward 75. This can increase the motivation of the broadcasting user 70 to play the first stage.
[0170] (1-4) In the second stage, the higher the odds of the moving object 57, the larger the group reward 75. This can increase the motivation to compete against the moving object 57 with high odds.
[0171] (1-5) The group parameter is decreased over time, and the second stage ends when the lower limit is reached. This provides a tense game. (1-6) The first progression unit 40 and the second progression unit 45 determine whether the first reward condition and the second reward condition are satisfied by lottery. This makes it possible to provide a game with randomness.
[0172] (1-7) When the play status of the broadcast user 70 satisfies the shooting condition (the success of the second in-game action in this embodiment), the output control unit 52 starts a shooting period in which the avatar object 60 is shot. In addition, during the shooting period, the progress of the game screen is stopped, and the avatar object 60 in the second display mode reflecting the action of the broadcast user 70 is displayed using the tracking data. This allows the broadcast user 70 to suspend the game operation and perform a variety of performances. In addition, when multiple broadcast users 70 are participating in the game, a sense of solidarity between the broadcast users 70 can be enhanced. At this time, since the action of the broadcast user 70 is not reflected in the avatar object 60 during the game progress period, the processing load of the user device 20 during the game progress period can be reduced.
[0173] (1-8) When the broadcast user 70 satisfies the second reward condition (photographing condition), the output control unit 52 stops the progress of the game for all broadcast users 70 and displays avatar objects 60 reflecting the actions of each broadcast user 70. During the photographing period, the broadcast user 70 does not need to concentrate on the game, making it easier for the broadcast user 70 to communicate with other broadcast users 70.
[0174] (1-9) The output control unit 52 records the captured image in the storage 26 in association with the image of the moving object 57 acquired by the broadcast user 70. Therefore, the broadcast user 70 can check the record of when the moving object 57 was acquired. (1-10) When a guest user acquires a moving object 57 in the game field 55, the output control unit 52 displays the moving object 57 in the guest user's picture book, regardless of whether the game field 55 associated with the host user is associated with the guest user. This makes it possible to motivate users to participate in a game that can be played by multiple users.
[0175] Second embodiment A second embodiment of a game processing device, a game control method, a program, an information processing device, and a game control system will be described below with reference to Figures 20 and 21. The second embodiment differs from the first embodiment in that, when a broadcasting user 70 satisfies a second reward condition, information about the broadcasting of the game video is stored in a picture book. Hereinafter, parts similar to those in the first embodiment will be given the same reference numerals, and detailed descriptions thereof will be omitted.
[0176] As shown in Fig. 20, the multi-game server 13 records distribution history information 115 in the game information storage unit 16. The distribution history information 115 is recorded when a room is created. The multi-game server 13 updates the distribution history information 115 based on the distribution status of the game video until the distribution of the video ends or the game ends. The distribution status includes information about the distribution user 70 as well as information about the viewing users who viewed the game video.
[0177] The distribution history information 115 includes participating user information, viewing user information, game history information, and chat information. The participating user information is information for identifying the host user and guest user who participated in the game. The viewing user information is information about the viewing users who viewed the game video. For example, the viewing user information is the number of viewing users. The number of viewing users is the cumulative number including the number of viewing users who were viewing when the game started, the number of viewing users who were viewing when the game ended, the number of viewing users who stopped viewing midway, and the viewing users who started viewing midway through the distribution. The game history information includes information such as the item 58 used in the game, the set number of medals when the first reward condition or the second reward condition is satisfied, etc. The chat information is text data or the like indicating the contents of the in-game chat conducted during the shooting period. The chat information may indicate the contents of the chat conducted between the distribution users. Or the chat information may indicate the contents of the message sent from the viewing user. The distribution history information 115 may also include the distribution date and time, and the distribution time from the start time of the distribution to the end time.
[0178] When the output control unit 52 accepts a user's operation to display the object display screen 105 of the picture book, it transmits a viewing request to the API server 14 and the multi-game server 13, requesting data for displaying the object display screen 105, together with the object ID of the specified moving object 57. The API server 14 transmits information related to the picture book to the broadcasting user device 21. The multi-game server 13 transmits distribution history information 115 to the broadcasting user device 21. The output control unit 52 displays the object display screen 105 of the picture book based on the received information related to the picture book and the distribution history information 115.
[0179] The broadcast user device 21 may receive at least one of the information on the pictorial book and the distribution history information 115 from the real-time server 12. The real-time server 12 receives the information from the API server 14 and the multi-game server 13. Alternatively, the broadcast user device 21 may receive the information on the pictorial book and the distribution history information 115 from the API server 14. In this case, the API server 14 acquires the distribution history information 115 from the multi-game server 13. Then, the API server 14 transmits the information on the pictorial book and the distribution history information 115 to the broadcast user device 21. Alternatively, the broadcast user device 21 may receive the information on the pictorial book and the distribution history information 115 from the multi-game server 13. In this case, the multi-game server 13 acquires the information on the pictorial book from the API server 14. Then, the multi-game server 13 transmits the information on the pictorial book and the distribution history information 115 to the broadcast user device 21.
[0180] FIG. 21 is an object display screen 105 of the picture book. The image of the moving object 57 shown in FIG. 21 is an image of the special object 106. For example, the output control unit 52 may include user identification information 116, the number of viewers 111 who watched the game video, game history information 112 (fishing information), a chat display button 113, and a captured image 114 as the distribution status. The user identification information 116 is an icon or a user name of the broadcasting user 70 who participated in the game. When the user selects an icon, the output control unit 52 displays detailed information of the broadcasting user 70 corresponding to the icon. The game history information 112 (fishing information) includes information such as the item 58 used in the game and the set number of medals when the second in-game action is successful. In addition, when the chat display button 113 is selected, the output control unit 52 displays the chat contents during the shooting period. The chat contents displayed are not limited to chat during the shooting period, but may be chat contents during a period from the start of the shooting period to a predetermined time before (past), or chat contents during a period from the end of the shooting period to a predetermined time after. This makes it possible to record the state of conversation between the broadcasting user 70 and the special object 106 during a battle or after filming has ended. Also, if the number of chat posts or the number of characters included in the chat content increases, a chat display screen (not shown) may be displayed separately from the object display screen 105 when the chat display button 113 is selected. This makes it possible to make the chat content easier to view even if there are a large number of chats.
[0181] The captured image 114 is displayed on the object display screen 105 when the moving object 57 is a special object. The captured image 114 is not displayed on the object display screen 105 of a normal moving object 57. The captured image 114 is an image captured during a special effect. By recording the game play situation on the object display screen 105 in this way, the user can refer to the play situation when playing the game. In addition, by recording the participating users, chats, and captured images 114, a record of communication with other distribution users 70 can be kept.
[0182] According to the second embodiment, in addition to the effects (1-1) to (1-10) of the first embodiment, the following effects can be obtained. (2-1) The output control unit 52 associates the distribution status when the distribution user 70 acquired the moving object 57 with the acquired moving object 57, and displays it in the pictorial book of the distribution user 70. Therefore, the distribution user 70 can check the distribution status when the moving object 57 was acquired.
[0183] (2-2) The output control unit 52 displays, in the illustrated book, information about the viewing user and information about the other broadcast users 70 who participated in the game as the broadcast status. This allows the broadcast user 70 to know the number of viewing users who watched the scene in which the moving object 57 was acquired, etc. The broadcast user 70 can also know the number of other broadcast users 70 at the time the moving object 57 was acquired, etc.
[0184] (2-3) The output control unit 52 displays, as the distribution status, the conditions under which the distribution user 70 played the game on the picture book object display screen 105. Therefore, the conditions suitable for acquiring the moving object 57 can be confirmed. (2-4) The output control unit 52 displays the contents of the chat during the shooting period in the picture book as the distribution status. Therefore, the broadcast user 70 can check the communication between the broadcast users 70 that took place when the moving object 57 was acquired. (2-5) The output control unit 52 allows the viewing user to view the host user's pictorial book only while the viewing user is viewing the game video, thereby restricting the viewing of detailed information regarding the distribution status.
[0185] The above-described embodiments may be modified as follows: The above-described embodiments and the following modifications may be combined with each other to the extent that no technical contradiction occurs. <user> In each of the above embodiments, the distribution user 70 refers to a user who transmits at least one of information related to video and information related to audio. For example, the distribution user 70 is a user who performs independent video distribution or collaboration distribution in which multiple people can participate. Alternatively, the distribution user 70 may be a user who hosts or organizes a video chat or voice chat in which multiple people can participate and / or watch, or an event (party, etc.) in a virtual space in which multiple people can participate and / or watch. In other words, the distribution user 70 can also be called a host user, organizer user, or organizer user.
[0186] On the other hand, a viewing user refers to a user who receives at least one of information related to video and information related to audio. However, a viewing user not only receives the above information but can also react to it. For example, a viewing user is a user who watches a video distribution or a collaboration distribution. Or, a viewing user may be a user who participates in and / or watches a video chat, a voice chat, or an event. Therefore, a viewing user can also be referred to as a guest user 70G, a participating user, a listener, a viewing user, a supporting user, etc.
[0187] In the above embodiment, the host user starts distributing a video with a group including users who have gathered in the lobby. Alternatively, when users who are not distributing meet each other in a game field included in the virtual space, game video may be distributed. In this case, a first user among the multiple users transmits a distribution request to the multi-game server 13 or other servers using the user device 20. Similarly, a second user may transmit a distribution request to the multi-game server 13 or other servers using the user device 20. In this aspect, the first user and the second user become host users in the above embodiment. In addition, each user device 20 sets a virtual camera corresponding to the avatar object 60 of the user who uses the user device 20. The user device 20 used by the first user sets a virtual camera that captures an image centered on the avatar object 60 of the first user. The user device 20 used by the second user sets a virtual camera that captures an image centered on the avatar object 60 of the second user. According to this aspect, since a video can be distributed by an opportunity that occurs by chance, it is expected that the number of video distributions will increase. Moreover, video distribution can be made easier.
[0188] <Collaboration distribution> In each of the above embodiments, when the broadcasting user 70 consents to participation or when the broadcasting user 70 sends a participation request to other users, it is possible for the co-starring user to participate in the collaboration broadcast. Alternatively or in addition to this, a condition for participating in the game may be that the user's attribute information (level, parameters, etc.) satisfies a predetermined condition. As one aspect, the multi-game server 13 judges whether or not the attribute information of the viewing user satisfies a predetermined condition. Then, it transmits the judgment result to the viewing user device 22 of the viewing user whose attribute condition satisfies the predetermined condition. Based on the judgment result that the attribute condition satisfies the predetermined condition, the viewing user device 22 displays an operation object such as an operation button for indicating an intention to participate in the game. When the viewing user device 22 accepts the operation of the operation object, it transmits a participation request to the real-time server 12, etc. When the real-time server 12 receives the participation request, it transmits the participation request and the user ID of the viewing user who transmitted the participation request to the broadcasting user device 21.
[0189] As another embodiment, a description will be given of an embodiment in which the broadcasting user 70 transmits a participation request to other users. In this embodiment, the multi-game server 13 may determine in advance whether or not the attribute information of each user satisfies a predetermined condition. The user to be determined may be, for example, a friend user who has been authenticated by the broadcasting user 70. Alternatively, the user to be determined may be, for example, a user who belongs to the same group as the broadcasting user 70 (a group in a group chat, or a guild for playing a game). Alternatively, the users to be determined may be all users who have installed a video application, or all users who have registered as users in a video distribution service.
[0190] The multi-game server 13 transmits to the user device 20 in advance a determination result of whether or not the attribute information satisfies a predetermined condition. The multi-game server 13 also transmits a participation request received from the distribution user 70 to each user device 20. The user device 20 displays an operation object for participating in the game based on the previously received determination result. That is, the user device 20 displays an operation object when it is determined based on the determination result that the user's attribute information satisfies a predetermined condition, and does not display an operation object when it is determined that the user's attribute information does not satisfy the predetermined condition. Alternatively, when the multi-game server 13 receives a participation request from the user device 20 used by the distribution user 70, it selects a user whose user's attribute information satisfies a predetermined condition from among the users to be determined. Then, it transmits the participation request only to the user device 20 used by the selected user. When the user device 20 receives the participation request, it displays an operation object for participating in the game.
[0191] <Game parameters> In the above-mentioned embodiments, the game parameters used for the setting value, the individual reward, and the group reward are the number of medals. As mentioned above, the game parameters may be other parameters. When the game parameters are battle parameters related to the avatar object 60, such as attack power, defense power, combat power, and stamina, the battle may be performed using these battle parameters in the second stage. In addition, there may be a plurality of types of game parameters. The user designates a game parameter to be used as the setting value from among the plurality of types of game parameters. When the user succeeds in the second in-game action, the real-time server 12 grants a reward of the same game parameter as the consumed game parameter. This can increase the variety of the game.
[0192] <Level> The user information 35 may include the level of the user. The first progression unit 40 and the second progression unit 45 increase the level of the user according to the game play history. For example, the user's level may be increased as the total set value increases. Alternatively, the user's level may be increased according to at least one of the number of moving objects obtained, the number of times the game has been played, and the time the game has been played.
[0193] Furthermore, the first progression section 40 and the second progression section 45 may change the values of various parameters according to the level as follows. For example, when a maximum set value (maximum bet amount) that is an upper limit of the set value (bet amount) is determined in advance, the maximum set value may be increased according to the level. For example, the maximum set value may be set to "10000" for "Level 1" and "15000" for "Level 2".
[0194] For example, the initial value of the setting value that is set when the game is started may be increased according to the level. For example, the increase rate of the group parameter may be changed according to the level. Specifically, as shown in FIG. 22, when the set value is the same and the level is different, the increase rate of the group parameter may be decreased as the level increases. When the level is the same, the increase rate increases as the set value increases. Also, in the table of FIG. 20, the maximum set value increases as the level increases. This makes it possible to prevent the difference between the game parameters given to a user at a high level and the game parameters given to a user at a low level from becoming excessive. As a result, it is possible to maintain a good game balance. It is also possible to increase the increase rate of the group parameter as the level increases by adjusting the value of the increase rate.
[0195] <Possession value> In each of the above embodiments, the possession value returns to the initial value when the game ends. Alternatively, the possession value may be retained even after the game ends (piggy bank). For example, the possession value, which is the possession medal, may be usable within the game that the player can play. Also, a maximum value may be set for the possession value. In this case, the game parameter cannot exceed the maximum value. The maximum value may be higher according to the above-mentioned level.
[0196] <Setting value specification section> The setting value specification unit 41 subtracts the setting value from the possession value when a predetermined in-game action such as casting is performed, but the setting value may be subtracted from the predetermined value at other times. For example, the setting value may be subtracted from the possession value when the battle conditions are met (game step P2).
[0197] <1st progress section> In each of the above embodiments, the first progression unit 40 performs a lottery to determine whether the second in-game action is successful or unsuccessful based on the success rate. In addition to this, for example, the first progression unit 40 may determine that the broadcasting user 70 has succeeded in the second in-game action when the parameter associated with the broadcasting user 70 is greater than the parameter associated with the moving object 57. In other words, it is not necessary to perform a lottery process when determining whether the second in-game action is successful or unsuccessful.
[0198] In each of the above embodiments, the first progression unit 40 subtracts a set value from the possession value associated with the broadcasting user when the first in-game action is executed (e.g., by consuming medals). Alternatively, the set value may be subtracted from the possession value associated with the broadcasting user only when the second in-game action is executed following the first in-game action.
[0199] The first progression unit 40 determines the success rate based on the acquisition probability associated with the moving object 57 and the set number of medals, which is a set value set by the distribution user, and performs a lottery to determine whether the second in-game action will be successful or not based on the success rate. Alternatively or in addition to this, the success rate may be determined based on something other than the set value. For example, the success rate may be a success rate according to the rarity of the moving object 57. The success rate may also be determined depending on the time of day when the game is executed.
[0200] In the above embodiments, a fishing game was used as a specific example of a game, but the information processing system 11 may distribute videos of other games, such as role-playing games, shooting games, action games, racing games, fighting games, training simulation games, love simulation games, puzzle games, card games, sports games, and rhythm games.
[0201] <Judgment part> The determination unit 44 determines the increase in the group parameter in accordance with the set value. Alternatively or in addition to this, the increase in the group parameter may be constant regardless of the set value. Alternatively, the increase in the group parameter may be increased in accordance with the elapsed time from the start of the first stage. Alternatively, the increase in the group parameter may be increased in accordance with the increase in the number of casts.
[0202] The determination unit 44 determines that the group's mission is accomplished when the group parameter reaches a predetermined value. Alternatively or in addition to this, the determination unit 44 may determine that the group's mission is accomplished when the total number of items collected by each user belonging to the group reaches a predetermined number. Or, the determination unit 44 may determine that the group's mission is accomplished when the number of opponents that each user belonging to the group has fought or defeated reaches a predetermined number.
[0203] <First Reward Granting Department> The first reward granting unit 43 may grant a personal reward to the broadcasting user 70 when the first in-game action is successful. The first in-game action may be an in-game action based on the broadcasting user 70's operation.
[0204] The first reward granting unit 43 grants an individual reward according to a set value and odds. Alternatively or in addition to this, the first reward granting unit 43 may determine the value of a game parameter that is an individual reward without using odds. In this case, the first reward granting unit 43 increases the value of the game parameter as the set value increases. Furthermore, the first reward granting unit 43 may determine an individual reward using a set value and a parameter other than the odds among parameters associated with the moving object 57 to determine the individual reward. For example, the individual reward may be determined using a basic reward (e.g., the number of medals) associated with the moving object 57.
[0205] In each of the above embodiments, the multiplier setting unit 42 is configured to draw a boost multiplier. Alternatively, when the total set value reaches a threshold, the boost multiplier associated with the threshold may be set. Also, when the total set value reaches a threshold, the multiplier setting unit 42 is configured to determine whether or not to update the boost multiplier. Alternatively, the multiplier setting unit 42 may update the boost multiplier every time the set value is subtracted from the possession value. Alternatively, the multiplier setting unit 42 may update the boost multiplier when the number of times the set value is subtracted from the possession value reaches a threshold. Alternatively, the multiplier setting unit 42 may update the boost multiplier based on a parameter associated with the moving object 57 when the distribution user successfully performs an in-game action such as the second in-game action.
[0206] In each of the above embodiments, the second stage is executed based on the boost multiplier determined in the first stage. Alternatively or additionally, the boost multiplier may be changed in the second stage as well. In this case, the second progression unit 45 may change the boost multiplier in accordance with the group reward or individual reward acquired by the broadcasting user 70.
[0207] In each of the above embodiments, the odds of the moving object 57 are set to a multiplier of 1 or more and a multiplier of less than 1. Alternatively, the odds of the moving object 57 may be set to a multiplier of 1 or more or more than 1.
[0208] <Second progress section> The second progression unit 45 is configured not to subtract the number of medals set by the broadcasting user 70 from the number of medals owned by the broadcasting user 70 even when a cast is performed. Instead of or in addition to this, a set value may be subtracted from the owned value when an in-game action such as a cast is performed. In this case, the set value for the second stage may be made larger than the set value for the first stage. Or, the set value for the first stage may be made larger than the set value for the second stage.
[0209] The second progression unit 45 places special objects and normal objects on the game field 55 as the moving objects 57. Alternatively or in addition to this, the second progression unit 45 may place only special objects on the game field 55.
[0210] <Second Reward Granting Department> The second reward granting unit 46 may grant an individual reward and a group reward to the broadcasting user 70 when the first in-game action is successful. The first in-game action may be an in-game action based on the operation of the broadcasting user 70.
[0211] The second reward granting unit 46 grants a group reward according to the odds and the boost magnification. Alternatively or in addition to this, the second reward granting unit 46 may grant a group reward according to the boost magnification and a parameter other than the odds associated with the opponent. The parameter other than the odds is a basic reward (e.g., the number of medals) or rarity associated with the moving object 57.
[0212] In the above embodiment, the second reward granting unit 46 grants to each broadcast user 70 a group reward that corresponds to the boost multiplier associated with the broadcast user 70. Alternatively, the second reward granting unit 46 may grant a fixed group reward to each broadcast user 70. In each of the above embodiments, the second reward granting unit 46 grants the group reward to all of the broadcasting users 70 who are users belonging to the group. Instead of or in addition to this, the group reward may be granted to some of the users belonging to the group. The multiple users to whom the group reward is granted may or may not include a user who satisfies the second reward condition. Alternatively, the user to whom the group reward is granted may be one person belonging to the group. The multiple users to whom the group reward is granted may be selected at random, or may be selected in ascending order (or ascending order) of a parameter such as the number of medals. In this way, randomness can be imparted to the game in the second stage.
[0213] In each of the above embodiments, when one user belonging to a group satisfies the second reward condition, the group reward is granted to each user belonging to the group. Alternatively, when a predetermined number of users, two or more, belonging to a group satisfies the second reward condition, the group reward may be granted to each user belonging to the group. For example, the second reward granting unit 46 accumulates the number of users who have satisfied the second reward condition. Then, when it is determined that three users have satisfied the second reward condition, the accumulated number may be reset and the group reward may be granted to each user.
[0214] <Special performance> In the special effect process, in addition to the avatar object 60 corresponding to the broadcasting user 70, avatar objects 60 corresponding to the viewing users who watch the game video may be displayed. In this case, the output control unit 52 may draw the avatar object 60 corresponding to the broadcasting user 70 and the avatar object 60 corresponding to the viewing users in different display modes. Specifically, the avatar object 60 corresponding to the viewing user may be displayed small. Alternatively, the output control unit 52 may draw the avatar object 60 corresponding to the broadcasting user 70 using motion data corresponding to that broadcasting user 70, while drawing the avatar object 60 corresponding to the viewing user without using motion data.
[0215] In the special effect processing, the output control unit 52 may display a line drawing input by the broadcast user 70, a stamp (design, character image) selected by the broadcast user 70, or the like, on the captured image. Each user can set the height of the avatar object 60 to any height. Therefore, the output control unit 52 may automatically adjust the height of the virtual camera according to the heights of the multiple avatar objects 60 to be photographed during the photographing period. Specifically, the output control unit 52 identifies the shortest avatar object 60 and the tallest avatar object 60 among the multiple avatar objects 60 to be photographed. Then, the output control unit 52 adjusts the height of the virtual camera so that these avatar objects 60 are included in the photographing range. Alternatively, the output control unit 52 may adjust the height position of the shortest avatar object 60 or the tallest avatar object 60 while keeping the height of the virtual camera constant, thereby reducing the height difference between the avatar objects 60 in appearance. By adjusting the height of the virtual camera according to the height of the avatar object 60 in this way, even if the user is not familiar with operating the virtual camera, the user can easily take a commemorative photo without any difficulty.
[0216] <Illustrated book> In the second embodiment, when the broadcast user 70 satisfies the second reward condition, the photographed image 114 is recorded in association with the pictorial book of the broadcast user 70. At this time, the photographed image 114 may be recorded in association with the pictorial book of a broadcast user 70 (hereinafter referred to as the second broadcast user) other than the broadcast user 70 (hereinafter referred to as the first broadcast user) who satisfies the second reward condition. In this case, the photographed image 114 is recorded in association with the same moving object 57 as the moving object 57 acquired by the first broadcast user 70 in the pictorial book of the second broadcast user 70. If the second broadcast user 70 has not acquired the moving object 57, the unacquired object display section 102B is displayed. The photographed image 114 recorded in association with the unacquired moving object 57 may be erased when a predetermined period has passed since the time of recording. When a captured image 114 is recorded in association with an unobtained moving object 57, if the second distribution user 70 newly satisfies the second reward condition, the already recorded captured image 114 may be overwritten with the captured image 114 captured at that time.
[0217] Further, an upper limit may be set for each captured image 114 associated with the acquired moving object 57 and the unacquired moving object 57. The upper limit may be the number of captured images 114, the total data amount (data size) of the data of the multiple captured images 114, or the like. When the number of captured images 114 associated with the moving object or the total data amount reaches the upper limit due to the acquisition of a new captured image 114, the user device 20 or the API server 14 performs a deletion process to delete at least one of the multiple captured images 114. The deletion process may be a process of automatically deleting a predetermined number of captured images 114 in order of the earliest (oldest) recorded date and time, for example. Alternatively, the deletion process may be a process of deleting an image selected by the user. At this time, the user device 20 may display a notice on the display 32 informing that the upper limit has been reached. The notice may be a list of captured images 114 together with a message such as "It's full! Which one would you like to delete?". Then, one or more captured images 114 selected by the user are deleted.
[0218] Alternatively, the user device 20 or the API server 14 may determine whether the total number or the total data amount of the captured images 114 associated with each unacquired moving object 57 has reached an upper limit. Specifically, assume that four captured images 114 are associated with an unacquired "moving object A" and six captured images 114 are associated with an unacquired "moving object B". When a new captured image 114 is acquired for the "moving object A", the user device 20 or the API server 14 determines whether the total number of captured images 114 including the new captured image 114, "11", reaches the upper limit number (for example, 10) of the captured images 114 associated with the unacquired moving object 57. Then, when it is determined that the total number including the new captured image 114 has reached the upper limit, the above-mentioned deletion process is performed. In this case, the deletion process may automatically delete the captured images 114 associated with the moving object 57 having a low attribute such as rarity. Alternatively, in the deletion process, the photographed images 114 that are candidates for deletion may be displayed on the display 32 in a predetermined order, such as in ascending order of attributes such as rarity. Then, when a photographed image 114 is selected, the selected photographed image 114 may be deleted.
[0219] In each of the above embodiments, the acquisition condition for the moving object 57 is that the moving object is registered in the illustrated book when the second in-game action of the broadcasting user 70 is successful. The second in-game action may be an action executed in the game, and is not limited to casting. This may be changed depending on the game. Also, the moving object may be registered in the illustrated book when the first in-game action is successful.
[0220] In each of the above embodiments, the output control unit 52 displayed, on the picture book screen 100, an acquired object display unit 102A indicating a moving object 57 acquired by the broadcast user 70 himself / herself. Alternatively or in addition to this, in a game in which the broadcast user 70 has participated, a moving object 57 that has not been acquired by the broadcast user 70 himself / herself but has been acquired by another broadcast user 70 belonging to the group may be displayed in a display mode (first display mode) different from the acquired object display unit 102A. When the broadcast user 70 himself / herself acquires a moving object, the output control unit 52 displays it as an acquired object display unit 102A, which is the second display mode.
[0221] In each of the above embodiments, the game fields 55 are opened in a predetermined order. Alternatively or additionally, the user may be allowed to select the game field 55 to be opened. Alternatively, the next game field 55 may be opened when the level associated with the user reaches a certain value. Assume that the initial level is "1", and when the level increase condition is met, the level increases to "2", "3", and so on. For example, in this case, when the level is "1 to 9", "game field A" and "game field B" are opened. Also, when the level is "10 to 19", "game field C" and "game field D" are opened in addition to "game field A" and "game field B". According to this aspect, the user can plan a strategy such as preferentially playing a game field that is compatible with the user among the opened game fields, and then playing a game field that the user is not good at.
[0222] In each of the above embodiments, the viewing user can view the pictorial book only when the host user 70H displays his / her own pictorial book on the user device 20. Alternatively or in addition to this, the output control unit 52 may display a pictorial book display button 88A selectable by the viewing user and the broadcasting user 70 on the lobby screen. When the user device 20 accepts the operation of the pictorial book display button 88A, it transmits a viewing request to the API server 14 together with the user ID of the host user 70H or the identification information of the room. When the API server 14 receives the viewing request, it acquires information for displaying the moving object 57 associated with the host user 70H based on the user ID or the identification information of the room, and transmits the information to the user device 20 that transmitted the viewing request. This allows the viewing user to view the pictorial book of the host user 70H at any timing before the start of the game.
[0223] Alternatively, the output control unit 52 may display the picture book display button 88A in association with each avatar object 60 displayed on the lobby screen. Alternatively, the broadcasting user device 21 and the viewing user device 22 may display not only the picture book screen 100 of the host user, but also the picture book screen 100 of the guest user 70G based on the operation of the guest user 70G or the operation of the host user 70H. In this case, the guest user 70G operates an operation object that shares the picture book displayed on the lobby screen. When the broadcasting user device 21 of the guest user 70G accepts the operation, it transmits to the API server 14 a viewing request for viewing the identification information of the room, the user ID of the guest user 70G, and the information of the moving object 57 acquired in the finished game. When the API server 14 receives the viewing request, etc., it transmits to the multi-game server 13 the identification information of the room, the user ID of the guest user 70G, and the information of the moving object 57 acquired in the finished game. The multi-game server 13 transmits information on the moving object 57 to the broadcast user device 21 and the viewing user device 22 of the broadcast user other than the guest user 70G. As a result, the broadcast user device 21 and the viewing user device 22 can view the illustrated book screen 100 of the guest user 70G. In addition, when the guest user 70G transmits a request to end the viewing to the multi-game server 13 by operating the operation object, the multi-game server 13 transmits the request to end the viewing to the broadcast user device 21 and the viewing user device 22 of the broadcast user other than the guest user 70G. In this way, when the game ends, each user can simultaneously view the illustrated books of not only the host user 70H but also the guest user 70G. Alternatively, the multi-game server 13 may display each illustrated book of the moving object 57 acquired by the broadcast user 70 who participated in the game on the screen so that the user can view it. When the user selects an icon of one illustrated book, the illustrated book screen 100 corresponding to that icon may be displayed.
[0224] Also, the user may be allowed to view the picture book in a state where the object display screen can be viewed during a period other than the viewing period when the video is viewed. For example, when the home screen associated with each user is viewable during a period other than the viewing period, the user device 20 used by the first user may display the picture book display button 88A on the home screen of the second user. Then, when the user device 20 accepts an operation of the picture book display button 88A, it displays the picture book drawing 100 associated with the second user. Then, the user device 20 accepts an operation of the object display section 102 of the picture book drawing 100, thereby displaying the object display screen 105. According to this embodiment, the first user can understand the play history and skill level of the second user by referring to the picture book of the second user.
[0225] Furthermore, there may be provided timing during the game in which the viewing user or the broadcasting user 70 can view the illustrated book, not just on the lobby screen. For example, the output control unit 52 may display an illustrated book display button 88A that is selectable by the viewing user and the broadcasting user 70 in the first stage and the second stage. In this case, too, the illustrated book display button 88A may be displayed in association with each avatar object 60. In other words, the viewing user can view the illustrated book associated with each broadcasting user 70 participating in the game by selecting the illustrated book display button 88A.
[0226] Furthermore, in a mode in which the viewing user views the pictorial book of the host user or the like when the lobby screen is displayed or at any other arbitrary timing, the user device 20 may forcibly end the display of the pictorial book when a viewing end condition is satisfied. The viewing end condition is, for example, a condition related to the game. Specifically, it is to move from the lobby to the game field and start the game. In this case, the viewing user device 22 determines to end the viewing of the pictorial book when it receives data indicating the start of the game from the real-time server 12. Alternatively, the viewing end condition is to move to the second stage by completing the group's mission in the game being executed. The viewing user device 22 determines to end the viewing of the pictorial book when it receives data indicating the start of the second stage from the real-time server 12. Alternatively, the viewing end condition is to receive a message corresponding to the viewing end from the host user. Based on a predetermined operation of the host user, the host user device 21H transmits a message such as "I'm going to start the game now" to the multi-game server 13 or the like. A command indicating the viewing end (viewing end request) is associated with this message. When the viewer user device 22 receives this message from the multi-game server 13, it determines that viewing of the picture book is to be ended.
[0227] <Special reward> The first reward granting unit 43 and the second reward granting unit 46 may grant a special reward when a special reward condition is satisfied. The special reward condition is that a special object is obtained, that the user's level reaches a predetermined level, and the like. The special reward may be an item usable in a video application, or other game media. For example, the special reward is a wearable object such as a hat that can be worn by the avatar object 60. Alternatively, the special reward is a moving body such as a ship that can be displayed in the game field 55, or texture data used to display the moving body. The texture data can decorate the moving body.
[0228] <Information Processing System> Although the sensor unit 28 has been described as acquiring detection data that detects changes in the user's facial expression and movements of the user's upper body, etc., the sensor unit 28 may acquire at least one of these detection data. Furthermore, the sensor unit 28 may acquire detection data that detects movements of other parts of the body in addition to or instead of the changes in the user's facial expression and movements of the upper body, etc.
[0229] The virtual space displayed in the video may be an augmented reality (AR) space. For example, animations of avatar objects, gift objects, etc. based on data transmitted from the broadcasting user device 21 may be superimposed on an image of the real world captured by the camera of the viewing user device 22. Alternatively, the broadcasting user device 21 may generate a video by superimposing animations of avatar objects, gift objects, etc. on an image of the real world captured by its own camera, encode the video, and transmit it to the multi-game server 13.
[0230] In each of the above embodiments, the user device 20 is an information processing device such as a smartphone, a mobile phone, a tablet terminal, a personal computer, a console game machine, or a wearable computer such as a head-mounted display. Alternatively, the information processing system 11 may be a system provided in a studio for video distribution. The information processing system 11 includes an information processing device, a server, a sensor unit worn on the body of the distribution user 70, a tracking system for detecting the position of the sensor unit, an operation unit, a speaker, a display, and the like. The tracking system may include a multi-axis laser emitter that emits a pulsed laser light for synchronization. The sensor unit includes a sensor that detects laser light, and detects its own position and orientation while synchronizing with a synchronization pulse.
[0231] The control unit 25 of the user device 20 is configured to function as a first output control unit, a second output control unit, an output control unit 52 serving as a first reward display unit and a second reward control unit, and a transmission unit 53, by executing the video application. At least one of these may be executed by the real-time server 12, the multi-game server 13, or another device constituting the information processing system 11. The control unit 25 of the real-time server 12 is configured to function as a first progression unit, a setting value specification unit, a first reward granting unit, a determination unit, a second progression unit, and a second reward granting unit. At least one of these may be executed by the user device 20, the multi-game server 13, the API server 14, or another device constituting the information processing system 11.
[0232] The real-time server 12 corresponds to a game management unit (game management server), and the multi-game server 13 corresponds to a distribution management unit (distribution management server). The real-time server 12 and the multi-game server 13 may execute each process and perform server functions by executing each program, and each function is not necessarily assigned to two devices. In other words, the real-time server 12 and the multi-game server 13 may be composed of one server, or may be composed of two or more servers. Similarly, the real-time server 12, the multi-game server 13, and the API server 14 may be composed of one server. Also, the multi-game server 13 and the API server 14 may be composed of one server. Also, the real-time server 12 and the API server 14 may be composed of one server. Next, the technical ideas that can be understood from the above-described embodiment and other examples will be described below. [1] a first progression unit that progresses the game based on operations of users belonging to a group in a first stage of the game; a setting value specification unit that specifies a value of the game parameter set by the user as a setting value; a first reward granting unit that, when the play status of the user in the first stage satisfies a first reward condition, specifies a value of the game parameter to be granted as an individual reward according to the set value, and updates a possession value, which is the value of the game parameter associated with the user, based on the individual reward; a determination unit that determines whether or not the group's mission has been accomplished based on a play status of the user in the first stage; a second progression unit that progresses the game in a second stage when the mission of the group is accomplished; a second reward granting unit that, when a user belonging to the group satisfies a second reward condition in the second stage, identifies at least one of the users belonging to the group as the user to whom a group reward will be granted, identifies the value of the game parameter to be granted as the group reward for each of the users to whom the group reward will be granted, and updates the possession value of the user to whom the group reward will be granted based on the group reward. [2] a magnification setting unit that changes a magnification associated with the user in accordance with the setting value set by the user; The game control device of [1], wherein the second reward granting unit changes the group reward granted to each of the users according to the multiplier associated with the user to which the group reward is granted. [3] the second progression unit, when the second reward condition related to the moving object is satisfied, associates the moving object with the user; The game control device according to [2], wherein the second reward granting unit determines the group reward according to the multiplier and a value of a parameter associated with the moving object. [4] The game control device described in any one of [1] to [3], wherein the first progression unit reduces the set value from the possessed value when the user performs a predetermined in-game action in the first stage. [5] The game control device described in [2], wherein the second progression unit associates the multiplier with the user and records it when it detects that the game has been interrupted before the user has finished the game in the second stage. [6] The first progression unit updates a group parameter associated with the group when the possession value of the user is updated using the setting value set by the user, The game control device according to any one of [1] to [5], wherein the determination unit determines that the mission of the group has been accomplished when the group parameter has reached a predetermined value. [7] The game control device described in [6], wherein the second progression unit subtracts the group parameter according to time and further executes a process of ending the second stage when the group parameter reaches a lower limit value. [8] The game control device according to any one of [1] to [7], wherein the first progression unit determines whether the user's playing status satisfies the first reward condition by lottery. [9] The game control device according to any one of [1] to [8], wherein the second progression unit determines whether or not the user's playing status satisfies the second reward condition by lottery.
[10] The first progression section includes: executing a first in-game action in response to an operation by the user in a game field in which a plurality of moving objects are moving; The first reward granting unit, determining whether a second in-game action by the user on the moving object that has become selectable in response to the first in-game action is successful; The game control device according to any one of [1] to [9], wherein the game control device determines that the first reward condition is satisfied if the second in-game action is successful.
[11] The second progression section includes: executing a first in-game action in response to an operation by the user in a game field in which a plurality of moving objects are moving; The second reward granting unit, determining whether a second in-game action by the user on the moving object that has become selectable in response to the first in-game action is successful; A game control device according to any one of claims [1] to
[10] , which determines that the second reward condition is satisfied when the second in-game action is successful and the moving object that is the target of the second in-game action is a special object.
[12] One or more computers a first progress process for progressing the game based on an operation of a user belonging to a group in a first stage of the game; a setting value specification process for specifying a value of the game parameter set by the user as a setting value; a first reward granting process for, when the play status of the user in the first stage satisfies a first reward condition, specifying a value of the game parameter to be granted as an individual reward according to the set value, and updating a possession value, which is the value of the game parameter associated with the user, based on the individual reward; a determination process for determining whether or not the group's mission has been accomplished based on a play status of the user in the first stage; a second progress process for progressing the game to a second stage when the mission of the group is accomplished; A game control method which executes a second reward granting process, when a user belonging to the group satisfies a second reward condition in the second stage, identifies at least one of the users belonging to the group as the user to whom a group reward will be granted, identifies the value of the game parameter to be granted as the group reward for each of the users to whom the group reward will be granted, and updates the possession value of the user to whom the group reward will be granted based on the group reward.
[13] One or more computers, a first output control unit that displays a game screen based on an operation of a user belonging to the group in a first stage of the game; a transmission unit that transmits the value of the game parameter set by the user to a server as a setting value; a first reward display unit that displays the owned value of the user updated using the value of the game parameter granted as an individual reward according to the set value when the play status of the user satisfies a first reward condition in the first stage; a second output control unit that displays a game screen of a second stage when the mission of the group is accomplished; A program that functions as a second reward display unit that displays the user's possessive value updated using the value of the game parameter granted as a group reward when another user belonging to the group satisfies a second reward condition in the second stage.
[14] One or more computers a first output control process for displaying a game screen based on an operation of a user belonging to the group in a first stage of the game; a transmission process of transmitting the value of the game parameter set by the user to a server as a setting value; a first reward display process for displaying the user's possession value updated using the value of the game parameter granted as an individual reward according to the set value when the play status of the user satisfies a first reward condition in the first stage; a second output control process for displaying a game screen of a second stage when the mission of the group is accomplished; An information processing method that executes a second reward display process that displays the user's possessed value updated using the value of the game parameter granted as a group reward when another user belonging to the group satisfies a second reward condition in the second stage.
[15] a first progression unit that progresses the game based on operations of users belonging to a group in a first stage of the game; a setting value specification unit that specifies a value of the game parameter set by the user as a setting value; a first reward granting unit that, when the play status of the user in the first stage satisfies a first reward condition, specifies a value of the game parameter to be granted as an individual reward according to the set value, and updates a possession value, which is the value of the game parameter associated with the user, based on the individual reward; a determination unit that determines whether or not the group's mission has been accomplished based on a play status of the user in the first stage; a second progression unit that progresses the game in a second stage when the mission of the group is accomplished; a second reward granting unit that, when a user belonging to the group satisfies a second reward condition in the second stage, identifies at least one of the users belonging to the group as the user to whom a group reward will be granted, identifies the value of the game parameter to be granted as the group reward for each user to whom the group reward will be granted, and updates the possession value of the user to whom the group reward will be granted based on the group reward. [Explanation of symbols]
[0233] 11...Information processing system 12…Real-time server 20... User device
Claims
1. A game progress unit that progresses a game based on operations of users belonging to a group and updates the value of a group parameter associated with the group according to the play status of the users, a determination unit that determines whether or not the group parameter has reached a predetermined value, and a group reward granting unit that grants a group reward to all users belonging to the group when the play status of any of the users belonging to the group satisfies a reward condition after the group parameter has reached the predetermined value. A game control device comprising:
2. The game control device according to claim 1, wherein the progress unit updates the group parameter in response to execution of a first in-game action based on an operation of the user.
3. The game control device according to claim 1, further comprising a set value specifying unit that subtracts a value of a predetermined game parameter from the held value of the game parameter associated with the user in response to execution of a first in-game action based on an operation of the user.
4. The game control device according to claim 3, wherein the progress unit does not perform subtraction from the held value associated with the user when a first in-game action based on an operation of the user is executed after the group parameter has reached the predetermined value.
5. Further comprising a magnification setting unit that specifies a magnification according to a set value set by the user, wherein the group reward granting unit grants the group reward according to the magnification. The game control device according to claim 1.
6. The game control device according to claim 1, wherein the group reward granting unit determines whether or not a second in-game action based on an operation of the user satisfies the reward condition.
7. After the group parameter has reached the predetermined value, the progress unit causes a predetermined object to appear in the game, and the group reward granting unit determines whether or not a second in-game action with respect to the predetermined object satisfies the reward condition. The game control device according to claim 1.
8. Odds are associated with the predetermined object, and the group reward granting unit grants the group reward according to the odds. The game control device according to claim 7.
9. The progress unit progresses the game in which an object appears based on an operation of the user, The game control device according to claim 1, wherein when the play status of each of the users satisfies the reward condition regarding the individual reward, the individual holding value of the game parameter associated with each of the users is updated according to the odds associated in advance with the object and the magnification set by each of the users.
10. The progress unit advances the game in which the object appears based on the operation of the user. The group reward giving unit gives a group reward to all the users belonging to the group according to the odds associated in advance with the object and the magnification set by each of the users when the group parameter reaches a predetermined value and the play status of at least one of the users belonging to the group satisfies the reward condition regarding the object. The game control device according to claim 1.
11. One or more computers Advance the game based on the operations of the users belonging to the group, update the individual holding value of the game parameter associated with each of the users according to the play status of the users, and update the value of the group parameter associated with the group according to the individual holding value. A progress process, A determination process for determining whether the group parameter has reached a predetermined value, After the group parameter reaches a predetermined value, when the play status of any of the users belonging to the group satisfies the reward condition, a reward giving process for giving a group reward to all the users belonging to the group. A game control method for executing.
12. A progress unit that advances the game based on the operations of the users belonging to the group, updates the individual holding value of the game parameter associated with each of the users according to the play status of the users, and updates the value of the group parameter associated with the group according to the individual holding value. A determination unit that determines whether or not the group parameter has reached a predetermined value. A reward giving unit that gives a group reward to all the users belonging to the group when the play status of any of the users belonging to the group satisfies the reward condition after the group parameter reaches a predetermined value. A game control system comprising: