Information processing method, information processing system, and program

The information processing method allows users to choose their gameplay environment and receive tailored benefits, addressing engagement issues in multiplayer games by providing varied experiences and reducing calculation loads, ensuring all players can participate equally.

JP2024176008AActive Publication Date: 2024-12-19CAPCOM CO LTD
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Patent Information

Application Number
JP2023094188
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-07
Publication Date
2024-12-19
Estimated Expiration
2043-06-07

AI Technical Summary

Technical Problem

Existing game control methods do not adequately address the need for enhancing user engagement and experience in multiplayer games, particularly in scenarios where level differences and gameplay preferences vary among players.

Method used

An information processing method that allows users to select the type of virtual space (common or individual) for the second game part, determining the content based on their selection, and adjusting gameplay to provide a more engaging experience by offering benefits and advantages based on these choices.

Benefits of technology

This approach enhances user engagement by allowing varied gameplay experiences, reducing calculation loads, and ensuring that all players, regardless of skill level, can participate equally, thus increasing the game's interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide, for example, a more excellent technique.SOLUTION: There is provided an information processing method executed by an information processing system. The information processing method includes the following respective steps. In a first execution step, matching processing for matching a first user and a second user included in multiple users who participate in a game is executed. The game includes a first game part, and a second game part progressed after the first game part. In a determination step, contents of the second game part are determined on the basis of selection of at least one person from among the first user and the second user. The contents include progress of the second game part in a common virtual space shared by the first user and the second user, or each progress of the second game part in an individual virtual space individually related to each of the first user and the second user.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]

[0002] Patent Document 1 discloses technology that enables time-limited group matches that can be enjoyed by a wide range of players regardless of level differences or attack power, and that are expected to increase participation rates throughout the entire set time period.

[0003] According to this technology, the match time management unit refers to a timer and a memory resource and manages the time of the match between the groups. The match condition extraction unit refers to the memory resource and checks whether or not to change the conditions of the match at that time in the match. The change target setting unit refers to the memory resource and sets a change target based on the match conditions. The match condition change unit changes the match conditions of the change target picked up by the change target setting unit. The match performance processing unit executes game performance processing related to the match based on the changed match conditions. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2015-157002 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in the above game control method.

[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, an information processing method executed by an information processing system is provided. The information processing method includes the following steps. In a first execution step, a matching process is executed to match a first user and a second user included in a plurality of users participating in a game. The game includes a first game part and a second game part that is progressed after the first game part. In a determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user. The content includes that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with each of the first user and the second user.

[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief description of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present disclosure. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of an information processing method executed by the information processing system 1. FIG. [Figure 4] 1 is an activity diagram showing an overview of an information processing method executed by the information processing system 1. FIG. [Diagram 5] FIG. 11 is a diagram for explaining a matching process. [Figure 6] FIG. 11 is a diagram for explaining a matching process. [Figure 7] FIG. 11 is a diagram for explaining a matching process. [Figure 8] FIG. 13 is a conceptual diagram for explaining an example of game scenario 5. [Figure 9] 13 is an example of a benefit management table T10. [Figure 10] FIG. 2 is a diagram showing an example of a menu screen IM1 as a game screen. [Figure 11] FIG. 13 is a diagram showing an example of a quest menu screen IM2 as a game screen. [Figure 12] FIG. 13 is a diagram showing an example of a result display screen IM3 as a game screen. [Figure 13] FIG. 13 is a diagram showing an example of a friend menu screen IM4 as a game screen. [Figure 14] FIG. 13 is a diagram showing an example of a group creation screen IM5 as a game screen. [Figure 15] FIG. 13 is a diagram showing an example of a group participation screen IM6 as a game screen. [Figure 16] FIG. 13 is a diagram showing an example of a group standby screen IM7. [Figure 17] FIG. 13 is a diagram showing a modified example of the group standby screen IM7. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0011] Incidentally, the program for realizing the software appearing in this disclosure may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is launched on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0012] In addition, in this disclosure, a "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this disclosure deals with various information, which may be represented, for example, by physical values ​​of signal values ​​representing voltage and current, high and low signal values ​​as a binary bit collection consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.

[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0014] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present disclosure. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. That is, the information processing system 1 is composed of at least one device.

[0015] The game according to the present disclosure is an online game executed by an information processing system 1. In this game, a user of a game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.

[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this disclosure, a system is composed of one or more devices or components. Therefore, for example, even the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.

[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.

[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to the present disclosure, various data related to games, etc.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.

[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.

[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.

[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."

[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.

[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game device 3, which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game device 3, which is the own device, when executing a game.

[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs between the input device 4c and the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.

[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to the embodiment. As shown in Fig. 2, the control unit 23 (processor) executes various programs stored in the storage unit 22, thereby functioning as an execution unit 230, a determination unit 231, a reception unit 232, an assignment unit 233, a display control unit 234, an association unit 235, a notification unit 236, and a game control unit 237. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The execution unit 230 is configured to execute various information processes as a first execution step to a third execution step. As an example, the execution unit 230 executes a matching process, a team determination process, an adjustment process, and a result process.

[0037] The determination unit 231 is configured to determine, as a determination step, various judgments and execution modes of processing based on various information. For example, the determination unit 231 is configured to determine various information such as the contents of a scenario.

[0038] The reception unit 232 is configured to acquire various information and inputs as a first reception step and a second reception step. For example, the reception unit 232 acquires information such as user information and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In the embodiment, the various information accepted by the reception unit 232 will be described as being stored in the storage unit 22.

[0039] The granting unit 233 is configured to grant various benefits or rewards to the user in the game whose progress is controlled by the game control unit 237 as a granting step. As an example, the granting unit 233 grants the user a first benefit or a second benefit. A benefit is some kind of benefit that the user can enjoy in the game or outside the game. It is not limited to objects or media, but also includes advantageous effects given to the user. A reward is an example of a benefit, and is a game medium (e.g., an item, in-game currency, etc.) that can be used in the game. The advantageous effects given to the user include various specification changes that enable the user to progress in the game advantageously compared to normal times, and include generating a special event, changing the occurrence frequency, changing the difficulty of the event, changing the number and strength of enemy characters, etc. In addition, the advantageous effects given to the user include effects for improving the interest of the game for the user compared to normal times, and include effects for improving the interest of the game through the user's five senses, such as generating a special visual effect on the game screen, enriching the display of the game image, generating special background music and sound effects, and imparting vibration to the controller.

[0040] As a display step, the display control unit 234 displays various information stored in the storage unit 22 or the storage unit 32 or a screen including the information on the display 4a of the game device 3 in a visible manner. Specifically, the display control unit 234 may generate visual information itself generated in a human-visible manner such as a screen, an image (e.g., a still image or a video), an icon, text, etc., or may generate rendering information for displaying the visual information on the display 4a and transmit the rendering information to the game device 3.

[0041] The associating unit 235 is configured to associate various pieces of information with each other. For example, the associating unit 235 associates a specific group with a plurality of users.

[0042] The notification unit 236 is configured to execute various notifications to the user as a notification step. The notification method is not particularly limited, and for example, the notification unit 236 may display a notification on the display 4a of the game device 3 via the display control unit 234, may output a sound from the speaker 4b, or may vibrate the input device 4c. The notification by the notification unit 236 may be continuously performed for some users, or may be canceled by an input from the user via the input device 4c.

[0043] The game control unit 237 is configured to control the progress of the game as a game control step. As an example, the game control unit 237 controls the progress of a multiplayer game.

[0044] 3. Explanation of various information and terms In this section, various information and terms handled by the information processing system 1 will be explained.

[0045] <Multiplayer games> The multiplayer game is an example of a game provided to users by the information processing system 1, and is configured so that multiple users can participate. For example, the multiplayer game is a game in which multiple users are divided into two teams, and the teams compete or play against each other to determine the final winner. In one embodiment, the multiplayer game is set with multiple tasks M that each user must accomplish by operating a player character in the virtual space VS.

[0046] Hereinafter, for convenience of explanation, users who participate in a multiplayer game may be referred to as participating users. Participating users include a first user and a second user. Specifically, a multiplayer game is a competitive multiplayer game in which two teams, each consisting of five users, compete against each other to see whether or not they can achieve a preset condition, and the number of participants is ten. A multiplayer game may be expressed as a "quest."

[0047] In an embodiment, the multiplayer game includes a first game part G1 and a second game part G2 that is progressed after the first game part G1. Here, one quest is composed of the first game part G1 and the second game part G2. A quest is a unit of play by a user. From another perspective, a quest is a series of game sessions. In one aspect, the second game part G2 is a game part that can be progressed on the condition that a task M included in the first game part G1 is accomplished. In addition, the multiplayer game includes two types of game modes, namely, a random quest and a fixed quest. A random quest is a game mode whose contents are randomly determined within a range that satisfies a predetermined condition. A fixed quest is a game mode whose contents are configured to be executed for all users who satisfy a predetermined condition in a predetermined state.

[0048] <Virtual Space VS> The virtual space VS is an area in which the game progresses and is defined by information processing. That is, the virtual space VS may be a one-dimensionally defined space (straight line), a two-dimensionally defined space (plane), or a three-dimensionally defined space. The virtual space VS may be a centrally managed space, or may include a space managed as a common property (so-called metaverse). In the embodiment, the common virtual space VSa and the individual virtual space VSb are examples of the virtual space VS. The individual virtual space VSb includes a first virtual space VSb1 and a second virtual space VSb2.

[0049] In one embodiment, the virtual space VS is defined based on a task M, which will be described later. For example, the game control unit 237 controls the first team T1 and the second team T2 to progress through the task M set in common to the first team T1 and the second team T2 in the common virtual space VSa. For example, the game control unit 237 controls the first team T1 to progress through the task M set individually to the first team T1 in the first virtual space VSb1, and controls the second team T2 to progress through the task M set individually to the second team T2 in the second virtual space VSb2. The first virtual space VSb1 and the second virtual space VSb2 include a portion of an area in one vast virtual space VS.

[0050] <Object> An object is a virtual object placed in the virtual space VS. Objects include various virtual objects such as player characters, non-player characters, items, terrain that restricts passage, and obstacles. Non-player characters include, for example, characters that supplement participants in a multiplayer game, enemy characters that are obstacles to the achievement of task M, and the like.

[0051] <Contents> The content is information that specifies the contents of the multiplayer game, and includes, for example, information that specifies the virtual space VS that is the game stage where the multiplayer game is executed, events that constitute the multiplayer game, enemy objects placed in the virtual space VS, items, and other objects. The event is, for example, a task M that each user must accomplish by operating the player character in the virtual space VS. The task M is related to a clearing condition set for the quest (specifically, for example, a progress condition or an end condition, which will be described later), and the quest is determined to be cleared by accomplishing a predetermined task M within a predetermined limit, such as a time limit. The execution unit 230 provides the participating users with a multiplayer game that conforms to the content by executing the multiplayer game for the participating users. In the embodiment, multiple types of candidates for the virtual space VS, events, and objects that define the content of the multiplayer game are prepared, and the content is determined based on the content selected from each candidate. Hereinafter, for convenience of explanation, the content of the multiplayer game executed for the participating users may be referred to as target content.

[0052] In the embodiment, each of the contents of the multiplayer game is configured to be allowed to be executed by a participating user whose progress level satisfies a predetermined allowable condition. Specifically, the contents allowed for the user are associated with the progress level, and the form is set to be gradually diversified as the progress level increases. For example, the types of virtual spaces VS and types of enemy objects allowed for the user increase gradually as the progress level increases.

[0053] <Event> As described above, an event is one of the elements that define a multiplayer game, more specifically, the content, and is, for example, information that defines the progress conditions that users must achieve in a multiplayer game. An event is associated with, for example, a progress level, and is represented by the type and number of enemy objects to be defeated. A multiplayer game progresses when a user achieves a set event through the operation of a player character. In other words, the content includes at least one event that is associated with a progress level, and the multiplayer game is configured to progress when participating users achieve the event.

[0054] <Group> A group is a collection of multiple users. For example, a group is a unit for applying a matching process to a collection of multiple users. A user can play a multiplayer game on the same team as a friend by associating himself or herself with a specific group before joining the multiplayer game.

[0055] For example, since a group is a temporary gathering for playing a game together, if there is no user belonging to the group, or if all users are offline, the group may be deleted. In the embodiment, only one multiplayer game is progressed at the same time for one user, but the user may belong to multiple groups at the same time. For example, if the number of participants in a multiplayer game is 10, the number of people in a group may be 2 to 5. As one aspect, if users belonging to the same group are allowed to split into two teams, the number of people in a group may be 2 to 10.

[0056] 4. Overview of Information Processing This section describes an overview of the flow of the information processing method executed by the information processing system 1. Figures 3 and 4 are activity diagrams showing an overview of the information processing method executed by the information processing system 1. First, the main flow of the game will be described using Figure 3, and then the process when a group is created will be described using Figure 4.

[0057] The results of the processing in each activity included in the information processing described below may be output in a manner that can be recognized by the user using the display unit 34 of the game device 3, as appropriate. The information processing may include any exception processing not shown. Exception processing includes interruption of the information processing or omission of each process. Selection or input performed in the information processing may be based on a user operation or may be performed automatically without relying on a user operation.

[0058] 4.1 Main flow of the game In this section, we will explain the main flow of the game according to Figure 3.

[0059] First, in activity A001, the display control unit 234 displays a screen that allows the first user and the second user to select one of a first selection, a second selection, or a third selection, which will be described later, as a display step. Specifically, for example, the display control unit 234 displays a priority setting area 52 on the display 4a via the communication unit 21, the communication network 11, etc., in a manner that is visible to the user. In the priority setting area 52, information that allows the first user and the second user to recognize that a preferential first benefit will be granted by selecting the third selection is displayed. The priority setting area 52 will be described later.

[0060] Next, in activity A002, the game device 3 transmits a selection regarding the content of the second game part in response to the operations of the first user and the second user. Specifically, for example, the game device 3 transmits the selection by each user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the selection transmitted from each of the first user and the second user as a first reception step. Specifically, for example, the reception unit 232 receives the selection transmitted from the game device 3 via the communication unit 21. From another perspective, the first reception step is executed before a determination step described later.

[0061] The selections made by the first user and the second user are any one of a first selection in which the second game part G2 is advanced in the common virtual space VSa, a second selection in which the second game part G2 is advanced in the individual virtual space VSb, and a third selection in which the second game part G2 may be advanced in either the common virtual space VSa or the individual virtual space VSb. In this example, it is assumed that both the first user and the second user have selected the third selection.

[0062] For example, when the game progresses in the common virtual space VSa, the second game part G2 is a PvPvE game part. In the PvPvE game part, the game progresses by the player character PC fighting against other player characters PC and enemy characters. Note that the PvPvE format is one aspect of the PvP format in which player characters PC fight against each other. For convenience, hereinafter, it will be simply referred to as the "PvP format."

[0063] For example, when the game progresses in the first virtual space VSb1 and the second virtual space VSb2, the second game part G2 is a PvE game part. In the PvE game part, the game progresses by fighting between the player character PC and an enemy character, which is a non-player character NPC.

[0064] Next, in activity A003, the game device 3 transmits a participation request for the game including game play information of each user to the information processing device 2 in response to the operation of each of the first user and the second user. The game play information may include any information linked to the account of each user, such as character information on the player character PC operated by each user, history information on the game play history of each user, and billing information on the billing status of each user for the game. Then, the reception unit 232 receives the transmitted participation request. For example, the reception unit 232 receives the number of participation requests necessary for the matching process described later.

[0065] Next, the process proceeds to activity A004, and the execution unit 230 executes a matching process for matching users who have received the participation request in the game. Specifically, for example, the execution unit 230 executes a matching process for matching a first user and a second user included in a plurality of users who will participate in the game as a first execution step. Here, in the first execution step, the execution unit 230 matches users who have a common selection regarding the second game part G2. Specifically, for example, the execution unit 230 matches the first user and the second user who both received the third selection in activity A002. From another perspective, the matching conditions include the content of the accepted selection, the number of participation requests, game play information of the user who sent the participation request (particularly character information and user game skill information), and the like.

[0066] Next, the process proceeds to activity A005, and the determination unit 231 executes a team determination process in which the multiple users who have been matched are assigned to multiple teams and the members of each team are determined. Specifically, for example, the determination unit 231 assigns the first user to the first team T1 and the second user to the second team T2. The number of members included in one team is arbitrary, and may be one or more. In this embodiment, the case of two teams, the first team T1 and the second team T2, will be described as an example, but the same applies when the number of teams is three or more.

[0067] Next, the process proceeds to activity A006, where the associating unit 235 associates an individual virtual space VSb in which a game part described below progresses with each of the first team T1 and the second team T2. In the embodiment, a first virtual space VSb1 and a second virtual space VSb2 are associated with each of the first team T1 and the second team T2. Various objects associated with the individual virtual space VSb are arranged in these individual virtual spaces VSb.

[0068] Next, the process proceeds to activity A007, and the associating unit 235 associates map information set to each individual virtual space VSb. The map information may include any information associated with the map, such as graphic textures arranged in the individual virtual space VSb, background music, sound effects, and objects associated with the map. In other words, the map information specifies the display contents of the virtual space VS.

[0069] Next, the process proceeds to activity A008, and the determination unit 231 determines game scenario 5 (see FIG. 8). The game scenario 5 is information indicating the flow of the game executed by the control unit 23. The set game scenario 5 is temporarily stored in, for example, the storage unit 22. The game scenario 5 includes the content of the second game part G2. The content of the second game part G2 includes that the second game part G2 progresses in a common virtual space VSa shared by the first user and the second user, or that the second game part G2 progresses in individual virtual spaces VSb individually associated with the first user and the second user. In this example, it is assumed that it is determined that the second game part G2 progresses in a common virtual space VSa shared by the first user and the second user.

[0070] From another perspective, the determination unit 231 determines the content of the second game part G2 based on a selection of at least one of the first user or the second user as a determination step. From yet another perspective, in activity A004, the execution unit 230 matches the first user and the second user who have a common selection regarding the second game part G2, and thus, in activity A008, the determination unit 231 determines the content of the second game part G2 based on the common selection between the first user and the second user.

[0071] Next, the process proceeds to activity A009, and the game control unit 237 controls the progress of the first game part G1. Specifically, for example, the information processing device 2 and the game device 3 cooperate with each other to control the first user and the second user to play the first game part G1 individually. For example, the game device 3 controls the display content of the display unit 34 for the first user and the second user based on a signal transmitted from the information processing device 2 as the display control unit 234. For example, the first game part G1 is a PvE type game part that progresses in the individual virtual space VSb. In the PvE type game part, the game progresses by fighting between the player character PC and an enemy character that is a non-player character NPC. From another perspective, the first game part is progressed in the individual virtual space VSb, regardless of the type of selection by the user.

[0072] The first game part G1 is progressed so that the players individually accomplish the task M set in the individual virtual space VSb. Preferably, in the first game part G1, the first virtual space VSb1 associated with the first team T1 and the second virtual space VSb2 associated with the second team T2 are given the same map information. The information processing device 2 progresses the game in the individual virtual space VSb associated with each team by each of the first team T1 and the second team T2 accomplishing the task M in the first virtual space VSb1 and the second virtual space VSb2, respectively. As a result of playing the first game part G1, a difference occurs in the performance of the first game part G1 between the first team T1 and the second team T2. In this example, it is assumed that the first team T1 has a relatively worse performance than the second team T2.

[0073] Next, the process proceeds to activity A010, and the execution unit 230 executes an adjustment process based on the performance of the first user and the performance of the second user in the first game part G1 as a second execution step. From another perspective, the execution unit 230 executes the adjustment process based on the performance of the first team T1 and the performance of the second team T2 in the first game part G1. Specifically, the adjustment process is executed according to a difference that occurs in the activity A009. For example, when the performance of the first team T1 in the first game part G1 is worse than that of the second team T2, the adjustment process is a process of adjusting the progress of the second game part G2 so that the first user can obtain an advantageous effect compared to the second user. Note that the adjustment process may be included in the first game part G1 or the second game part G2.

[0074] Next, the process proceeds to activity A011, where the game control unit 237 controls the progress of the second game part G2. Specifically, for example, the information processing device 2 and the game device 3 cooperate with each other to control the first user and the second user to play the second game part G2. For example, the game device 3 controls the display content of the display unit 34 for the users based on a signal transmitted from the information processing device 2 as the display control unit 234.

[0075] For example, when the game progresses in the common virtual space VSa, the game control unit 237 controls the first user and the second user to synchronously play the second game part G2 in the same virtual space. On the other hand, when the game progresses in the individual virtual spaces VSb, the game control unit 237 controls the first user and the second user to individually play the second game part G2.

[0076] The second game part G2 may include at least one task M, regardless of the content of the game. In the second game part G2, the game progresses as the task M progresses. The task M of the second game part G2 is configured to have a plurality of teams compete. At this time, as a result of the adjustment process in the activity A009, in this embodiment, the first team T1, which performed worse than the second team T2 in the first game part G1, is given an effect that gives it an advantage in the second game part G2.

[0077] Finally, the process proceeds to activity A012, and the execution unit 230 executes result processing as the game control unit 237 and the display control unit 234. As a result, the execution unit 230 tallys up the results of the game progressed by the above game control, displays the results, and the like. In this embodiment, the information processing device 2 and the game device 3 cooperate with each other to execute the result processing. For example, the game device 3 controls the display content of the display unit 34 for the user based on a signal transmitted from the information processing device 2 as the display control unit 234.

[0078] Next, in a granting step, the granting unit 233 grants the first benefit to at least the first user when a predetermined condition is satisfied in the game. Specifically, for example, the granting unit 233 grants the first benefit to the first user based on information obtained in the result processing. For example, the granting unit 233 grants the first benefit to the users belonging to the first team T1 based on the results of the first team T1 and the second team T2. From another perspective, the first benefit is granted to the winning team.

[0079] The predetermined condition is a condition related to the result of the game. More specifically, it is a condition related to the score of the game. For example, the granting unit 233 grants the first benefit to the first user on the basis that the final score of the first team T1 is higher than the final score of the second team T2. For example, when the content of the second game part G2 is determined based on the third selection, a more favorable first benefit is granted than when the content of the second game part G2 is determined based on the first selection or the second selection.

[0080] 4.2 Information processing flow when a group is created In this section, the flow of information processing when a group is created will be described with reference to FIG. 4. In this example, the first user is a plurality of users. For convenience of explanation, a specific first user will be referred to as a first specific user, and a first user other than the first specific user will be referred to as a first subordinate user. Also, the specific group is one of the plurality of groups.

[0081] First, in activity A011, the game apparatus 3 transmits a request to create a specific group in response to an operation from a first specific user. Specifically, for example, the game apparatus 3 transmits the request by the first specific user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the request transmitted from the first specific user. Specifically, for example, the reception unit 232 receives the request transmitted from the game apparatus 3 via the communication unit 21.

[0082] Next, the process proceeds to activity A012, where the game device 3 transmits a request to join a specific group in response to an operation from the first subordinate user. Specifically, for example, the game device 3 transmits requests from at least one first subordinate user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the requests transmitted by the first subordinate users. Specifically, for example, the reception unit 232 receives a request transmitted from the game device 3 via the communication unit 21.

[0083] Next, the process proceeds to activity A013, where the associating unit 235 associates each of the first users with the specific group as an associating step. Specifically, for example, when the specific group has not reached its capacity, the associating unit 235 associates the first user who has accepted a request to join the group with the specific group. The specific group is managed in the storage unit 22 as information linked to the account of each first user.

[0084] Next, the process proceeds to activity A014, where the game control unit 237 restricts the acceptance of requests to participate in the game from member users other than the representative user. Next, the display control unit 234 displays a screen on the display 4a of the game device 3 operated by the member user that indicates that requests to participate in the game are not accepted.

[0085] The representative user is at least one of a plurality of first users associated with a specific group. Also, a member user is a first user other than the representative user among a plurality of first users associated with a specific group. For example, the representative user is a user who has owner authority of a specific group. In this example, the representative user is the first specific user. From another perspective, the game control unit 237 restricts the acceptance of a request to participate in a game from a first subordinate user.

[0086] Next, the process proceeds to activity A015, where the game device 3 transmits a selection regarding the content of the second game part in response to an operation of a representative user (specifically, for example, a first specific user). Specifically, for example, the game device 3 transmits the selection by the first specific user via the input device 4c and the communication unit 31. Then, the reception unit 232 receives the selection transmitted from the first specific user as a first reception step. Specifically, for example, the reception unit 232 receives the selection transmitted from the game device 3 via the communication unit 21.

[0087] The selection by each of the first specific user and the second user is any one selected from a first selection in which the second game part G2 is progressed in the common virtual space VSa, a second selection in which the second game part G2 is progressed in the individual virtual space VSb, and a third selection in which the second game part G2 may be progressed in either the common virtual space VSa or the individual virtual space VSb. In this example, it is assumed that both the first specific user and the second user have selected the third selection.

[0088] Next, the process proceeds to activity A016, where the game device 3 transmits a participation request to the information processing device 2 in response to operations of the representative user (specifically, for example, the first specified user) and the second user. Next, the reception unit 232 receives the transmitted participation request via the communication unit 21, the communication network 11, etc. From another perspective, the reception unit 232 receives a request to execute a matching process from the representative user (specifically, for example, the first specified user) as a second reception step. For example, the reception unit 232 receives the number of participation requests required for the matching process described later.

[0089] Next, the processing of activity A017 and activity A018 is executed simultaneously. In activity A017, the notification unit 236 notifies a member user (specifically, for example, the first subordinate user) that a request to participate in the game has been made as a notification step. Specifically, for example, the display 4a of the game device 3 operated by the first subordinate user is displayed via the communication unit 21, the communication network 11, etc., indicating that a request to participate in the game has been made by the first specific user.

[0090] In activity A018, the game control unit 237 performs control as a game control step to apply a process of restricting the progress of the first game part and the second game part, and other than preparation for progressing these game parts, to a member user (specifically, for example, the first subordinate user) based on a participation request in the game. Specifically, for example, the game control unit 237 restricts the progress of a game part that is neither the progress of the multiplayer game nor preparation for progressing the multiplayer game, for the first subordinate user.

[0091] The preparation for progressing the multiplayer game is a game part executed in association with the progress of the multiplayer game. For example, the preparation includes preparation executed by the game control unit 237 or preparation executed by a participating user. The preparation executed by the game control unit 237 is, for example, processing of activity A004 to activity A008 or activity A010 in FIG. 3. The preparation executed by the user is, for example, operations such as changing the player character, checking the state of the player character, changing equipment, and changing items on hand, which are out-games corresponding to the in-game multiplayer game.

[0092] Next, the process proceeds to activity A019, and the execution unit 230 executes a matching process and a team determination process. Specifically, for example, the execution unit 230 executes a matching process that matches a specific group including a plurality of first users with a second user. Here, the execution unit 230 matches users who have a common selection regarding the second game part G2. Specifically, for example, the execution unit 230 matches a plurality of first users with a second user in activity A015, assuming that both users have accepted the third selection.

[0093] Next, the execution unit 230 executes a team determination process in which a specific group including a plurality of first users and a second user are assigned to a team as a third execution step. Here, in the team determination process, the first users associated with the specific group are restricted from being assigned to two or more different teams. Specifically, for example, the determination unit 231 assigns the first users to a first team T1 and the second users to a second team T2.

[0094] Next, the process proceeds to activity A020, and the determination unit 231 determines game scenario 5. Game scenario 5 includes the content of the second game part G2. From another perspective, the determination unit 231 determines the content of the second game part G2 based on the selection of a representative user (specifically, for example, a first specific user) rather than on the selection of a member user (specifically, for example, a first subordinate user). In this example, it is assumed that it is determined that the second game part G2 will proceed in a common virtual space VSa shared by the first user and the second user.

[0095] From another perspective, in activity A015, the execution unit 230 matches a first specific user and a second user who have common choices regarding the second game part G2, and in activity A020, the determination unit 231 determines the content of the second game part G2 based on the common choices between the first specific user and the second user.

[0096] In summary, the information processing method based on the information processing includes the following steps. As a first execution step, the execution unit 230 executes a matching process for matching a first user and a second user included in a plurality of users participating in the game. The game includes a first game part G1 and a second game part G2 that is progressed after the first game part G1. As a determination step, the determination unit 231 determines the content of the second game part G2 based on a selection of at least one of the first user and the second user. The content includes that the second game part G2 is progressed in a common virtual space VSa shared by the first user and the second user, or that the second game part G2 is progressed in an individual virtual space VSb that is individually associated with each of the first user and the second user.

[0097] According to this embodiment, in a game having a two-part game part, the content of the second game part G2 can be determined by the user's selection. This allows the game to progress according to the user's selection, improving the quality of the user experience. In particular, by reflecting the user's selection in the game executed in the common virtual space VSa or the individual virtual space VSb, variation in the content of the game is created. This allows the user to play a game of different aspects according to the selection, making it possible to prevent users from dropping out.

[0098] By matching users who have made common selections, the same scenario can be executed for the matched users, which reduces the computational load when progressing through a multiplayer game.

[0099] By accepting a selection from the user regarding the content of the second game part G2, the matching process can be executed based on the selection. In particular, by providing an option that allows the second game part G2 to proceed in either the common virtual space VSa or the individual virtual space VSb, matching can be easily established. This can reduce the waiting time of the user during the matching process.

[0100] By executing the first game part G1 in the individual virtual space VSb regardless of the type of selection made by the user, it is expected that even users who are not good at fighting games will be able to easily participate in the multiplayer game. Also, by standardizing the content of the first game part G1, the calculation load required for the scenario determination process can be reduced.

[0101] By executing the adjustment step, the difference in the results in the first game part G1 between the teams can be reduced. This makes it possible to prevent a one-sided outcome from being decided before the second game part G2, and provides a more entertaining multiplayer game.

[0102] By associating a specific group with a user and then executing the matching process, batch processing can be performed on multiple users. This can reduce the calculation load of the matching process. In addition, by assigning users associated with a specific group to the same team, close friends can play together in the same team. This can make the user's gaming experience more comfortable.

[0103] By accepting the selection of all members of the group based on the selection input of the representative user, the time and effort required for each member user to set up can be eliminated. This allows even novice users to participate in the game more easily. In addition, it is possible to prevent operational errors by member users.

[0104] By restricting the game control of the member user in response to a request to execute the matching process, it is possible to more reliably prevent erroneous operation by the member user. It is also possible to prevent the member user from playing another game after the matching process has started. This makes it possible to reduce the waiting time for the matching process.

[0105] 5. Details of data processing In this section, we will use figures to explain the details of the information processing outlined in the previous section.

[0106] 5.1 Matching process 5 to 7 are diagrams for explaining the matching process. For example, the matching process is a process for matching users according to the content of the game to be executed. In FIG. 5 to FIG. 7, an example is shown in which matching is established with 10 people. For example, users waiting for matching are divided into groups of "First Quest", "Second Quest", "Random", "PvP Priority", and "PvE Priority".

[0107] In the example of Fig. 5, four participating users are associated with the "First Quest", which is a set associated with a scenario including a unique event in a PvP format, and eight participating users are associated with the "Second Quest", which is a set associated with a scenario including a unique event in a PvE format. Matching for the "First Quest" will be completed with six more users, and matching for the "Second Quest" will be completed with two more users.

[0108] In the example of FIG. 5, 18 participating users are associated with "Other," which is a group not associated with a scenario that includes a unique event. The participating users associated with the "Other" quests are further classified according to the type of selection they received. For example, "Other" is classified into "Random," "PvP Priority," and "PvE Priority." Nine users who selected the third selection are associated with "Random." Five users who selected the first selection are associated with "PvP Priority." Four users who selected the second selection are associated with "PvE Priority."

[0109] When a fraction occurs in the matching process within the same set, the execution unit 230 supplements participating users from other sets to establish matching. In the example of FIG. 6, five users are supplemented from "PvP Priority" and one user is supplemented from "Random", and matching for "First Quest" is established. Furthermore, two users are supplemented from "PvE Priority" and matching for "Second Quest" is established. Furthermore, in the example of FIG. 7, eight users are supplemented from "Random", and matching for "PvE Priority" is established.

[0110] In one embodiment, the execution unit 230 matches a user who selected the first selection with a user who selected the third selection. Also, the execution unit 230 matches a user who has specified that the second game part G2 is to be executed in the common virtual space VSa with a user who has selected the first selection or the third selection. In another embodiment, the execution unit 230 matches a user who has selected the second selection with a user who has selected the third selection. Also, the execution unit 230 matches a user who has specified that the second game part G2 is to be executed in the individual virtual space VSb with a user who has selected the second selection or the third selection.

[0111] In this manner, the matching process can be smoothly executed, and the waiting time of the user can be reduced.

[0112] 5.2 Details of Game Scenario 5 8 is a conceptual diagram for explaining an example of a game scenario 5. The game scenario 5 includes a first game part G1 that progresses in a first virtual space VS1 and a second game part G2 that progresses in a second virtual space VS2. Note that the second game part G2 is similar to that described above, and therefore a description thereof will be omitted.

[0113] The first game part G1 is a game played in the first virtual space VS1. In this embodiment, the first game part G1 includes a first phase G11, a second phase G12, and a transition period P1. The second phase G12 is executed following the first phase G11. The transition period P1 is provided between the first phase G11 and the second phase G12. The first phase G11 and the second phase G12 start when a predetermined start condition is satisfied, and end when a predetermined transition condition is satisfied.

[0114] The start condition is arbitrary, for example, the end of the phase preceding the first phase G11, the end of the transition period P1 preceding the first phase G11, etc. The first phase G11 in this embodiment is a phase that is performed immediately after the start of the game, and its start condition is to execute the first game part G1.

[0115] The transition condition includes, for example, the achievement of a set task M. The transition condition is not limited to this and may be any condition, and may include a passive condition unrelated to the team's actions, such as the passage of a time limit in the first virtual space VS1. In this embodiment, the first phase G11 and the second phase G12 include, as a transition condition, the achievement of a task M set before the start of each phase. Hereinafter, for convenience of explanation, the task M corresponding to the first phase G11 is referred to as the first task M1, and the task M corresponding to the second phase G12 is referred to as the second task M2.

[0116] After the first phase G11 ends, a transition period P1 begins. When the task M is a task that depends on the position in the first virtual space VS1, the transition period P1 is, for example, a period until the second task M2 is moved to a position where it can be completed. The information processing device 2 and the game device 3 may perform a process of temporarily storing a map and objects required for completing the second task M2 in the storage unit 22 and the storage unit 32 during the transition period P1. This allows the processing load when transitioning from the first task M1 to the second task M2 to be distributed, allowing the information processing device 2 and the game device 3 to progress in the game more smoothly.

[0117] The game scenario 5 includes a first game scenario 5a and a second game scenario 5b. The first game scenario 5a is a fixed scenario in which a single game progresses in the game parts and each phase. The first game scenario 5a is a game scenario that can be shared by all users who participate in the game, and is also called a story scenario. The second game scenario 5b is a so-called random scenario in which multiple game progresses are possible in each game part and each phase. The game parts and phases that constitute the second game scenario 5b are determined by lottery in advance. The lottery method is arbitrary, and for example, the game parts and phases that constitute the second game scenario 5b are lottery-selected based on the progress of the game up to that point, the user's play history, etc.

[0118] In one embodiment, when the second game part G2 is executed in the individual virtual space VSb, the second game part G2 may be executed in the same manner as the first game part G1. For example, a transition period (not shown) may be further provided between the first game part G1 and the second game part G2, and the player character may be moved to a position where the task M set in the second game part G2 can be accomplished. In one embodiment, between the first game part G1 and the second game part G2, the player character may be placed in another individual virtual space VSb (e.g., including a different area in the individual virtual space VSb), and then the second game part G2 may be started.

[0119] 5.3 Benefits 9 is an example of the benefit management table T10. The benefit management table T10 stores, for example, a predetermined condition for granting a benefit and the content of the benefit in association with each other. For example, a benefit is an experience value or a reward granted to a user.

[0120] The predetermined condition may be, for example, a game result, a condition related to the content of the executed game, etc. For example, the condition related to the game result may be, for example, the number of tasks M accomplished, the time required to accomplish task M, a win or loss, the amount of damage received by the player character, the number of items acquired, etc. For example, the condition related to the content of the game may be whether the second game part G2 was executed in the common virtual space VSa or the individual virtual space VSb, the difficulty level of the executed game, an event that occurred, etc.

[0121] The benefits include a first benefit and a second benefit. The first benefit and the second benefit may be the same type of benefit or different types of benefits. In the example of FIG. 9, the first benefit and the second benefit are shown as multipliers applied to experience points and the like. For example, the first benefit is granted when the content of the second game part G2 is determined based on the third setting. For example, the second benefit is granted when the second game part G2 is executed in the common virtual space VSa. For example, the second benefit is granted to the user when the content of the second game part G2 is determined based on the first setting.

[0122] For example, the granting unit 233 grants a privilege to the user based on the privilege management table T10 stored in the storage unit 22. According to FIG. 9, when the first or second selection is selected, no magnification is added, and when the third selection is selected, a magnification of 2.3 is added as a randomly set bonus (an example of a first privilege). In other words, when the third selection is selected, the first privilege is granted, which is more favorable than when the first or second selection is selected. Here, "favored" may include a concept of comparing a case where no privilege is granted with a case where a privilege is granted (the same applies to the second privilege). Note that even if a game including the exact same scenario is executed, the game executed based on the third selection is favored.

[0123] For example, if the player wins the game played in the common virtual space VSa, a multiplier of 3.2 is added, and if the player loses, a multiplier of 1.5 is added. For example, if the player wins the game played in the individual virtual space VSb, a multiplier of 2.5 is added, and if the player loses, a multiplier of 1.0 is added. In other words, if the second game part G2 is played in the common virtual space VSa, the experience value or reward is more favorable than if the second game part G2 is played in the individual virtual space VSb. From another perspective, if the content of the second game part G2 is determined based on the first selection, a more favorable second benefit is given than if the content of the second game part G2 is determined based on the second selection.

[0124] In this manner, it is possible to motivate users to make a particular selection. As an increase in the number of users who select the third selection, it becomes easier to establish a match. In addition, by motivating users to select the first selection rather than the second selection, it is expected that the effect of attracting more users to a competitive game is obtained. This allows participating users to compete against a variety of other users, making the game more interesting.

[0125] In the example shown in FIG. 9, the total multiplier of "when the second game part G2 is executed in the individual virtual space VSb and is defeated" which is the lowest multiplier when the third selection is selected is set higher than the total multiplier of "when the second game part G2 is executed in the common virtual space VSa and is won" which is the highest multiplier when the first or second selection is selected. On the other hand, as one embodiment, the total multiplier when the third selection is selected can be set lower than the total multiplier when the first or second selection is selected. Note that even in this case, it is preferable that the total multiplier of "when the second game part G2 is executed in the common virtual space VSa and is defeated" when the third selection is selected is set higher than the total multiplier of "when the second game part G2 is executed in the individual virtual space VSb and is won" when the second selection is selected. In this case, even if a user who originally prefers PvE-style games selects the third selection and loses a PvP-style game, the privilege is more favorable than when the user plays a PvE-style game by selecting the second selection and wins. This makes it possible to motivate even users who prefer the PvE format to take on the challenge of a PvP format game with peace of mind.

[0126] 5.4 Screen examples displayed as a result of information processing In this section, an example of a game screen displayed on the display 4a as a result of the above information processing will be described. <Menu screen IM1> 10 is a diagram showing an example of a menu screen IM1 as a game screen. The display control unit 234 displays various screens to which the user can move based on the user's input to the menu screen IM1 as a game screen. For example, the menu screen IM1 includes a gacha button B1, a formation button B2, a quest button B3, and a friend button B4.

[0127] When the gacha button B1 is operated, a game screen in which a gacha lottery is conducted is displayed. When the organization button B2 is operated, a game screen in which character organization is conducted is displayed. When the quest button B3 is operated, a quest menu screen IM2, which will be described later, is displayed as an example of a game screen for selecting a quest. When the friend button B4 is operated, a friend menu screen IM4, which will be described later, is displayed as an example of a menu screen relating to friends.

[0128] <Quest menu screen IM2> 11 is a diagram showing an example of a quest menu screen IM2 as a game screen. The quest menu screen IM2 includes a quest banner 51, a priority setting area 52, an equipment setting area 55, and a matching start button 57. The priority setting area 52 is displayed as a result of the processing of activity A001. The quest banner 51 is a banner that allows the user to select a quest in which to participate.

[0129] The priority setting area 52 is an area where options for determining the content of the second game part G2 are displayed. The priority setting area 52 includes a selection button 53 and a bonus display area 54. The selection button 53 is a button for accepting a selection for determining the content of the second game part G2. The reception unit 232 accepts a first selection by selecting the first selection button 53a, a second selection by selecting the second selection button 53b, and a third selection by selecting the third selection button 53c. The bonus display area 54 displays that a first privileged benefit is given by selecting the third selection. Here, the quest menu screen IM2 displays information that allows the user to recognize that a first privileged benefit is given by selecting the third selection, while not displaying information that allows the user to recognize that a second privileged benefit is given by selecting the first selection.

[0130] In this manner, the user's selection can be accepted after being informed that the first benefit will be given by selecting the third option. This is expected to increase the number of users who select the third option. In addition, by not displaying the preferential treatment that comes with selecting the first option, the effect of motivating users to select the third option can be increased.

[0131] The equipment setting area 55 includes an equipment setting button 56. The equipment setting button 56 displays information about the player character operated by the user and the items of equipment of the player character, and is displayed, for example, as three rectangular areas. The matching start button 57 is a button for transmitting a request to participate in a multiplayer game to the information processing device 2, and when the user operates the matching start button 57, the request to participate in the multiplayer game is transmitted from the user to the information processing device 2.

[0132] <Result display screen IM3> 12 is a diagram showing an example of a result display screen IM3 as a game screen. The result display screen IM3 is a screen showing the update result of the proficiency level, and is displayed on the display 4a, for example, as a result of the processing of the activity A012. The result display screen IM3 is one of the result screens showing the play result of the user for the multiplayer game.

[0133] The result display screen IM3 includes a time score area 61, a normal score area 62, a mission score area 63, a multiplier area 64, a total score area 65, a proficiency display area 66, and an experience point indicator 67.

[0134] The time score area 61 displays the time the user has spent playing the multiplayer game and the experience points corresponding to that playing time.

[0135] The normal score area 62 displays experience points accumulated through actions of the player characters in the multiplayer game.

[0136] The mission score area 63 displays an experience value according to the progress of events in the entire multiplayer game. Note that the numerical values ​​displayed in these areas 61 to 63 may not be the experience value itself, but may be values ​​associated with the experience value.

[0137] The magnification area 64 displays a magnification for the experience value displayed in the above areas 61 to 63. The magnification is a numerical value that determines the experience value that is ultimately granted to the user, and for example, the control unit 23 multiplies the total of the numerical values ​​displayed in the areas 61 to 63 by the numerical value displayed in the magnification area 64, and grants the resulting value to the user as the final experience value.

[0138] The total score area 65 displays the experience value finally given to the user by the giving unit 233 and the gold given to the user as a reward. The experience value finally given to the user is displayed as "TOTAL EXP". According to the example of FIG. 12, the giving unit 233 gives the user "1144550" experience value. The gold given as a reward is accumulated, for example, separately from the experience value and the progress, and is used, for example, to unlock characters, items, and the like that the user can use.

[0139] The skill display area 66 displays a user level corresponding to the skill. The user level is configured such that an experience value is accumulated for the user, and the user level increases by one each time the experience value reaches a value in a predetermined experience value table. In this embodiment, the user level displayed in the skill display area 66 is "10."

[0140] The experience value indicator 67 displays information about the experience value required to reach the next user level. The result display screen IM3 includes, for example, visual information such as an indicator, and numerical information such as the value of the accumulated experience value and the value of the experience value required to reach the next user level, but is not limited to this and can be implemented in any manner that is visible to the user.

[0141] <Friend Menu Screen IM4> 13 is a diagram showing an example of a friend menu screen IM4 as a game screen. The display control unit 234 displays various screens as transition destinations through user input to the friend menu screen IM4 as a game screen. For example, the friend menu screen IM4 includes a friend list button B5, a friend request button B6, a group creation button B7, and a group participation button B8.

[0142] When the friend list button B5 is operated, a game screen showing a list of users registered as friends is displayed. When the friend request button B6 is operated, a game screen for requesting friend registration with a specific user is displayed. When the group creation button B7 is operated, a group creation screen IM5 (described later) is displayed as an example of a screen for creating a group. When the group join button B8 is operated, a group join screen IM6 (described later) is displayed as an example of a screen for joining an existing group.

[0143] <Group creation screen IM5> 14 is a diagram showing an example of a group creation screen IM5 as a game screen. For example, the group creation screen IM5 is a screen displayed on a game device 3 operated by a user (an example of a first specific user) with a user name of "Apollo". For example, the group creation screen IM5 includes a user name area 71, a public setting button 73, a representative icon 74, a user icon 75, an invite button 76, and an operation button 77.

[0144] The user name area 71 displays the user's username. The public setting button 73 is a button for accepting public setting of the group. When "public" is selected, the group is made public to users other than the first specific user. The reception unit 232 accepts a request from the user to join the made public group. On the other hand, when "private" is selected, the group is not made public, and only users invited by the first specific user can participate. The representative icon 74 is an icon attached to the representative user. The user icon 75 is an icon attached to the member user. When the invite button 76 is operated, a game screen for selecting a user to invite to the group is displayed. The operation button 77 accepts various operations such as confirm or cancel.

[0145] For example, in response to receiving a request to join a group, the notification unit 236 notifies the game devices 3 operated by the users who belong to the group of the request to join the group. This notification may be displayed during the progress of the multiplayer game.

[0146] <Group participation screen IM6> 15 is a diagram showing an example of a group participation screen IM6 as a game screen. For example, the group participation screen IM6 includes a user name area 81, a number of users display 82, a user icon 85, and an operation button 87. The user name area 81, the user icon 85, and the operation button 87 may be in the same form as the user name area 71, the user icon 75, and the operation button 77.

[0147] For example, the group participation screen IM6 displays a list of friends participating in a published group. The number of users display 82 displays the number of users included in the group to which the friend belongs. For example, one more user can join a group in which a friend with the user name "Metal_Blue" is participating. In response to the operation of the user name area 81 and the operation button 87 labeled "Join," the game device 3 transmits a request to join the same group as the selected friend.

[0148] <Group standby screen IM7> Fig. 16 is a diagram showing an example of a group standby screen IM7. After the processing of activity A013 is performed, the display control unit 234 causes the group standby screen IM7 to be displayed on the display 4a. The group standby screen IM7 in Fig. 16 is an example of a screen displayed on the game device 3 operated by the first subordinate user who is a member user.

[0149] The group standby screen IM7 includes a member display area 90, a user name area 91, an equipment setting area 95, an equipment setting button 96, and a matching start button 97. The member display area 90 shows the skin and equipment of the player character operated by the user belonging to a specific group. The user name of each user is displayed in association with each player character. The user name area 91, the equipment setting area 95, the equipment setting button 96, and the matching start button 97 may be in the same form as the user name area 71, the equipment setting area 55, the equipment setting button 56, and the matching start button 57.

[0150] 16, a matching start button 97 is displayed in an inoperable state on the game device 3 operated by the first subordinate user. This is displayed on the display 4a or the like as a result of processing the activity A014, for example.

[0151] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0152] <Group standby screen IM7> Fig. 17 is a diagram showing a modified example of the group standby screen IM7. The group standby screen IM7 in Fig. 17 is an example of a screen displayed on a game device 3 operated by a first representative user who is a representative user. The group standby screen IM7 includes a member display area 90, a priority setting area 92, a user name area 91, an equipment setting area 95, and a matching start button 97.

[0153] The priority setting area 92 includes selection buttons 93 including a first selection button 93a, a second selection button 93b, and a third selection button 93c, and a bonus display area 94. These may be in the same form as the quest menu screen IM2. The reception unit 232 receives a selection from the first representative user by selecting the selection button 93 to determine the content of the second game part G2.

[0154] For example, the group standby screen IM7 in Fig. 17 is a screen displayed when one of the member users is playing another game (for example, another quest, tutorial, or training). The status display 91a included in the user name area 91 indicates that the status of a user named "Rabbit" is "on a mission." For example, when all users belonging to a group are displayed in the member display area 90, the matching start button 97 becomes operable.

[0155] As one aspect, the reception unit 232 may receive a selection for forming the content of the second game part G2 during the progress of the multiplayer game. For example, the manner of receiving the selection may be to receive the selection of each user after the end of the first game part G1, to determine the content based on the results of voting by users, or to determine the content based on the results of a mini-game such as rock-paper-scissors or lottery. Here, by displaying that the second benefit is preferred, motivation for selecting the first selection may be provided.

[0156] The multiplayer game is not limited to a competitive multiplayer game, but may be a cooperative multiplayer game in which all participating users cooperate to achieve a preset goal condition.

[0157] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.

[0158] At least one of the devices included in the information processing system 1 may be installed outside Japan.

[0159] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.

[0160] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.

[0161] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.

[0162] Furthermore, it may be provided in the following aspects:

[0163] (1) An information processing method executed by an information processing system, the method including the following steps: a first execution step executes a matching process to match a first user and a second user among a plurality of users participating in a game, the game including a first game part and a second game part that is progressed after the first game part; and a determination step determines content of the second game part based on a selection of at least one of the first user or the second user, the content including that the second game part is progressed in a common virtual space shared by the first user and the second user, or that the second game part is progressed in individual virtual spaces individually associated with each of the first user and the second user.

[0164] (2) In the information processing method described in (1) above, further comprising: in a first reception step executed before the determination step, receiving the selection from each of the first user and the second user; and in the first execution step, matching the users having the common selection with each other; and in the determination step, determining the content based on the selection common between the first user and the second user.

[0165] (3) In the information processing method described in (1) or (2) above, the selection is any one selected from a first selection of progressing the second game part in the common virtual space, a second selection of progressing the second game part in the individual virtual space, and a third selection that allows the second game part to be progressed in either the common virtual space or the individual virtual space.

[0166] (4) In the information processing method described in (3) above, the granting step further includes granting a first benefit to at least the first user when a predetermined condition is satisfied in the game, and when the content is determined based on the third selection, the first benefit is granted more favorably than when the content is determined based on the first selection or the second selection.

[0167] (5) In the information processing method described in (3) or (4) above, the granting step further includes granting a second benefit to at least the first user when a predetermined condition is satisfied in the second game part, and when the content is determined based on the first selection, the second benefit is granted more favorably than when the content is determined based on the second selection.

[0168] (6) In the information processing method described in (5) above, the display step further includes displaying a screen that allows the user to select one of the first selection, the second selection, or the third selection, and displaying information on the screen that allows the user to recognize that selecting the third selection will result in the grant of a preferential first benefit, while not displaying information that allows the user to recognize that selecting the first selection will result in the grant of a preferential second benefit.

[0169] (7) In the information processing method according to any one of (1) to (6) above, the first game part is progressed in each of the individual virtual spaces regardless of the type of selection.

[0170] (8) In the information processing method described in any one of (1) to (7) above, further, in a second execution step, an adjustment process is performed based on the performance of the first user and the performance of the second user in the first game part, wherein the adjustment process is a process of making an adjustment so that the first user obtains a more advantageous effect than the second user with respect to the progress of the second game part.

[0171] (9) In the information processing method described in any one of (1) to (8) above, further, in the association step, each of the multiple first users is associated with a specific group, where the specific group is one of the groups that is a collection of the multiple users, and further, in the third execution step, a team determination process is executed to assign each of the first users and the second users to a team, where the team determination process restricts the multiple first users associated with the specific group from being assigned to two or more different teams.

[0172] (10) In the information processing method described in (9) above, further, in the first receiving step, the selection is received from a representative user who is at least one of a plurality of first users associated with the specific group, and in the determination step, the content of the second game part is determined based on a selection of the representative user, not based on a selection by a member user, wherein the member user is a first user other than the representative user among the plurality of first users associated with the specific group.

[0173] (11) In the information processing method described in (10) above, further, in a second reception step, a request to execute the matching process is received from the representative user, and further, in a notification step, the member user is notified that the request has been made, and further, in a game control step, a process of restricting other than the progress of the first game part and the second game part, and preparations for progressing these game parts, is controlled to be applied to the member user based on the request.

[0174] (12) An information processing system comprising at least one device, the information processing system including at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (11) above.

[0175] (13) A program causing at least one computer to execute each step of the information processing method according to any one of (1) to (11) above. Of course, this is not the case.

[0176] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]

[0177] 1: Information processing system 11: Communication Networks 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 230: Executive Department 231: Decision section 232: Reception 233: Granting section 234: Display control unit 235: Association section 236: Notification Department 237: Game control unit 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34: Display section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 51: Quest Banner 52: Priority setting area 53: Selection button 53a: First selection button 53b: Second selection button 53c : 3rd selection button 54: Bonus display area 55: Equipment setting area 56: Equipment setting button 57: Matching start button 61: Time score area 62: Normal score area 63: Mission score area 64: Magnification area 65: Total score area 66: Proficiency display area 67: Experience indicator 71: User name area 73: Public settings button 74: Representative icon 75: User icon 76: Invite button 77: Operation button 81: User name area 82: Number of people display 85: User icon 87: Operation button 90: Member display area 91: User name area 91a: Status display 92: Priority setting area 93: Selection button 93a: First selection button 93b: Second selection button 93c : 3rd selection button 94: Bonus display area 95: Equipment setting area 96: Equipment setting button 97: Matching start button B1: Gacha button B2: Organization button B3: Quest button B4: Friend button B5: Friend list button B6: Friend request button B7: Group creation button B8: Group Join Button G1: First game part G11: First Phase G12: Phase 2 G2: Second game part IM1: Menu screen IM2: Quest menu screen IM3:Result display screen IM4: Friend menu screen IM5: Group creation screen IM6: Group participation screen IM7: Group standby screen M: Assignment M1: First assignment M2: 2nd assignment P1: Transition Period T1: First team T10: Benefits Management Table T2: Second team VS: Virtual Space VS1: First Virtual Space VS2: Second Virtual Space VSa: Common Virtual Space VSb: Individual Virtual Space VSb1: First Virtual Space VSb2: Second Virtual Space

Claims

1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the first execution step, a matching process is executed to match a first user with a second user included in a plurality of users participating in the game, the game includes a first game part and a second game part that is progressed after the first game part; In the determination step, content of the second game part is determined based on a selection of at least one of the first user and the second user, The method includes the content comprising: the second game part progressing in a common virtual space shared by the first user and the second user; or the second game part progressing in individual virtual spaces individually associated with the first user and the second user, respectively.

2. 2. The information processing method according to claim 1, Furthermore, in a first reception step executed before the determination step, the selection is received from each of the first user and the second user; A method in which, in the first execution step, the users who have the common selection are matched with each other, and in the determination step, the content is determined based on the common selection between the first user and the second user.

3. 2. The information processing method according to claim 1, The method, wherein the selection is any one selected from a first selection of progressing the second game part in the common virtual space, a second selection of progressing the second game part in the individual virtual space, and a third selection that allows the second game part to be progressed in either the common virtual space or the individual virtual space.

4. 4. The information processing method according to claim 3, Furthermore, in the granting step, a first benefit is granted to at least the first user when a predetermined condition is satisfied in the game, When the content is determined based on the third selection, the first benefit is granted more favorably than when the content is determined based on the first selection or the second selection.

5. 4. The information processing method according to claim 3, Furthermore, in the granting step, a second benefit is granted to at least the first user when a predetermined condition is satisfied in the second game part, When the content is determined based on the first selection, the second benefit is granted which is more favorable than when the content is determined based on the second selection.

6. 6. The information processing method according to claim 5, Furthermore, in the display step, a screen for allowing the user to select any one of the first selection, the second selection, or the third selection is displayed, The method includes displaying on the screen information that causes the user to recognize that a preferential first benefit will be granted by selecting the third option, while not displaying information that causes the user to recognize that a preferential second benefit will be granted by selecting the first option.

7. 2. The information processing method according to claim 1, The first game part is progressed in each of the individual virtual spaces regardless of the type of selection.

8. 2. The information processing method according to claim 1, Furthermore, in the second execution step, an adjustment process is executed based on a score of the first user and a score of the second user in the first game part, The adjustment process is a process of adjusting the progress of the second game part so that the first user can obtain an advantageous effect compared to the second user.

9. 2. The information processing method according to claim 1, Furthermore, in the associating step, each of the plurality of first users is associated with a specific group, the specific group is one of a group that is a set of a plurality of the users, Furthermore, in a third execution step, a team determination process is executed to assign each of the first user and the second user to a team, The method, wherein the team determination process restricts each of a plurality of first users associated with the specific group from being assigned to two or more different teams.

10. 10. The information processing method according to claim 9, Furthermore, in the first reception step, the selection is received from a representative user who is at least one of a plurality of first users associated with the specific group; In the determination step, the content of the second game part is determined based on a selection by the representative user, not on a selection by a member user, The method, wherein the member user is a first user other than the representative user among a plurality of first users associated with the specific group.

11. 11. The information processing method according to claim 10, Furthermore, in a second reception step, a request to execute the matching process is received from the representative user, Furthermore, in the notification step, the member user is notified that the request has been made; Furthermore, in the game control step, a process of restricting the progress of the first game part and the second game part, as well as anything other than preparations for progressing these game parts, is controlled to be applied to the member user based on the request.

12. An information processing system comprising at least one device, An information processing system comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 11.

13. A program, A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 11.

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