Information processing program, information processing method, and information processing system
The information processing system in multiplayer games establishes temporary relationships based on character proximity, sharing game status and enabling features, addressing the lack of post-session connections in conventional multiplayer games, thereby enhancing player interaction.
Patent Information
- Application Number
- JP2023110297
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-04
- Publication Date
- 2025-01-20
- Estimated Expiration
- 2043-07-04
AI Technical Summary
Conventional multiplayer games do not effectively establish and maintain relationships between users who play together, as these relationships are often independent of the gaming session and lack a mechanism for loose connections post-session.
An information processing system that allows users to establish a predetermined relationship during a gaming session based on the proximity of characters in a virtual space, sharing game status information, and enabling features like character transfer and emote icons, while maintaining a loose connection that dissolves upon session end.
Facilitates a sense of connection and collaboration among players during the session without the burden of persistent relationships, enhancing the gaming experience through shared information and loose connections.
Smart Images

Figure 2025008282000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to information processing for a game in which users of a plurality of user terminals participate. [Background technology]
[0002] Games in which players play multiplayer games together with other users have been known for some time (Patent Document 1). The invention described in this document makes it possible to send an invitation message to a smartphone, tablet device, or the like so that the other player can be invited to play multiplayer games even when the other player's game device is not online.
[0003] In this document, examples of recipients of an invitation message include users who know the real-life contact information, users who are friends in the game, and users with whom the player has played multiplayer games in the past. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-219 A Summary of the Invention [Problem to be solved by the invention]
[0005] As described in the above-mentioned patent document, in conventional games, users who have played multiplayer games in the past may have a certain relationship with each other. In addition, users who have played multiplayer games may form friend or follower relationships with each other, in which case a relationship independent of the session is established.
[0006] The present invention aims to provide a new relationship between users who play games together. [Means for solving the problem]
[0007] (Configuration 1) The information processing program of configuration 1 is an information processing program executed by a computer of a first terminal of a first user, and causes the computer to function as a game execution means that joins a session via a network and executes a game, and the game execution means updates a game status based on operation input of the first user, and when a position of a first character controlled by the first user in a virtual space of the game and a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined standard, establishes a predetermined relationship in the session between the first user and the second user, and sequentially outputs, during the progress of the game, information indicating the game status of the second user updated based on operation input of the second user with whom the predetermined relationship has been established.
[0008] In this way, the relationship that is established when the positions of the first character of the first user and the second character of the second user become closer than a predetermined criterion is the predetermined relationship for that session. With this configuration, the first user and the second user can proceed with the game with the predetermined relationship in that session, and since the predetermined relationship does not continue after the session ends, they can enjoy a loose relationship with other users.
[0009] (Configuration 2) In the information processing program of configuration 1, position information indicating a position in the virtual space of a second character of the second user with whom the specified relationship has been established with the first user may be output as information indicating the game status of the second user.
[0010] (Configuration 3) In the information processing program of configuration 2, the game execution means may, in response to a transfer operation of the first user, transfer the first character to the position of a second character of the second user with whom the specified relationship has been established.
[0011] (Configuration 4) In any one of the information processing programs of configurations 1 to 3, the game execution means may output, as information indicating the game status of the second user, operation input information corresponding to an operation input made by the second user, with whom the specified relationship has been established, to an environmental object placed in the virtual space.
[0012] (Configuration 5) In the information processing program of configuration 4, operation input information by the second user output on the first terminal may be added to a storage means, and when accepting an operation input from the first user for the environmental object, the operation input information stored in the storage means may be output as a candidate for operation input information that can be input.
[0013] (Configuration 6) In any of the information processing programs of configurations 1 to 5, the game execution means may, when establishing a specified relationship between the first user and the second user, output information indicating that the specified relationship has been established.
[0014] (Configuration 7) In any of the information processing programs of configurations 1 to 6, at the time when the first terminal joins the session, the specified relationship may not be established between a user of the first terminal and a second user of the second terminal who joins the session.
[0015] (Configuration 8) In any of the information processing programs of configurations 1 to 7, the game execution means may, when a restriction setting is made on the first user terminal, prevent the specified relationship from being established between the first user and the second user even if the distance between the first character and the second character becomes closer than a specified standard.
[0016] (Configuration 9) In the information processing program according to any one of configurations 1 to 8, the session may be discarded when a predetermined time has elapsed.
[0017] (Configuration 10) The information processing device of configuration 10 is an information processing device that processes a game that is executed by participating in a session via a network, and includes: a means for updating a game status based on operation input of the first user; a means for establishing a predetermined relationship in the session between the first user and the second user when the positions of a first character controlled in the virtual space of the game by the first user and a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined standard; and a means for sequentially outputting, during the progress of the game, information indicating the game status of the second user that has been updated based on operation input of the second user with whom the predetermined relationship has been established with the first user.
[0018] (Configuration 11) The information processing method of configuration 11 is an information processing method of an information processing device that processes a game that is executed by participating in a session via a network, and updates a game status based on operation input of the first user. When the position of a first character controlled by the first user in the virtual space of the game and a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined standard, a predetermined relationship in the session is established between the first user and the second user. During the progress of the game, information indicating the game status of the second user that has been updated based on operation input of the second user with whom the predetermined relationship has been established is sequentially output.
[0019] (Configuration 12) An information processing system according to configuration 12 includes a server device that processes a game based on an operation input by a user of a user terminal participating in a session, a first terminal of a first user participating in the session, and a second terminal of a second user participating in the same session as the first terminal, wherein the first terminal updates a game status based on the operation input of the first user and transmits information indicating the game status of the first user to the server device, the second terminal updates a game status based on the operation input of the second user and transmits information indicating the game status of the second user to the server device, and the server device receives the information indicating the game status of the first user transmitted from the first terminal and the information indicating the game status of the second user transmitted from the second terminal. When the positions of a first character controlled by the first user in the virtual space of the game and a second character controlled by the second user in the virtual space become closer than a predetermined standard based on the information indicating the game status of the second user, a predetermined relationship is established between the first user and the second user in the session, and the first terminal sequentially outputs information indicating the game status of the second user updated based on operation input of the second user with whom the predetermined relationship has been established while the game is progressing, and the second terminal sequentially outputs information indicating the game status of the first user updated based on operation input of the first user with whom the predetermined relationship has been established while the game is progressing. [Brief description of the drawings]
[0020] [Figure 1] 1 is a schematic diagram showing an overall image of an information processing system (game system) according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing a hardware configuration of the server device. [Diagram 3] FIG. 2 is a block diagram showing an example of a hardware configuration of a user terminal. [Figure 4] 4 is a memory map showing an example of various data stored in a storage unit of the server device. [Diagram 5]FIG. 2 illustrates the contents of a server program according to the first embodiment. [Figure 6] FIG. 4 illustrates an example of session data according to the first embodiment; [Figure 7] FIG. 11 is a diagram illustrating the operation of the information processing system from the generation to the destruction of a session. [Figure 8] FIG. 13 is a diagram illustrating the operation of the information processing system when the number of participants becomes zero during an ongoing session. [Figure 9] 11 is a diagram illustrating an operation of the information processing system when a user who has left a session requests to join again. [Figure 10] FIG. 13 is a diagram showing the contents of a server program according to a modified example of the first embodiment. [Figure 11] FIG. 11 is a diagram illustrating an operation of the information processing system when a participation request is made to a session different from the previous session. [Figure 12] FIG. 11 illustrates the contents of a server program according to a second embodiment. [Figure 13] FIG. 11 illustrates an example of session data according to the second embodiment; [Figure 14] FIG. 11 is a diagram illustrating an operation of the information processing system related to the first participation request. [Figure 15] FIG. 13 is a diagram illustrating an operation of the information processing system related to a second participation request. [Figure 16] 13 is a memory map showing an example of various data stored in a storage unit of a user terminal used in the third embodiment. [Figure 17] FIG. 13 illustrates an example of sharer management data according to the third embodiment; [Figure 18] FIG. 13 illustrates a configuration of a terminal program according to a third embodiment. [Figure 19] FIG. 13 is a diagram showing an example of an image indicating that a sharer relationship has been established. [Figure 20] FIG. 13 is a diagram showing an example of a map showing the locations of sharers. [Figure 21] FIG. 11 is a diagram showing the operation of the information processing system relating to registration and cancellation of a sharer. [Figure 22]FIG. 11 is a diagram illustrating the operation of an information processing system that outputs share information. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] The information processing system according to the present embodiment will be described below with reference to the drawings. Note that the following description is merely an example of a preferred embodiment, and is not intended to limit the invention described in the claims.
[0022] FIG. 1 is a schematic diagram showing an overall image of an information processing system 1 (game system) according to the present embodiment. The information processing system 1 according to the present embodiment includes a server device 10 and a plurality of user terminals 20. The server device 10 and the user terminals 20 are configured to be able to communicate with each other via a network N such as the Internet. In the present embodiment, information processing is executed in such a configuration, and below, game processing is taken as an example of the information processing. Specifically, a game program is installed on the user terminal 20, and game processing is executed while communicating with the server device 10 as necessary.
[0023] [Server hardware configuration] 2 is a block diagram showing a hardware configuration of the server device 10. The server device 10 includes at least a processor 11, a storage unit 12, and a communication unit 13. The processor 11 executes various programs for controlling the server device 10. The storage unit 12 stores various programs executed by the processor 11 and various data used. The communication unit 13 is connected to a network by wired or wireless communication, and transmits and receives predetermined data to and from the user terminal 20 or other servers (not shown).
[0024] [Hardware configuration of user terminal] Next, the user terminal 20 will be described. The user terminal 20 is, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, etc. In this embodiment, a stationary game device will be described as an example of the user terminal 20.
[0025] FIG. 3 is a block diagram showing an example of a hardware configuration of the user terminal 20 according to the present embodiment. In FIG. 3, the user terminal 20 includes a processor 21. The processor 21 is an information processing unit that executes various information processing executed in the user terminal 20, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 21 executes various information processing by executing an information processing program (e.g., a game program) stored in the storage unit 22. The storage unit 22 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium or the like that is inserted into a slot not shown.
[0026] The user terminal 20 includes a wireless communication unit 23 for performing wireless communication with the server device 10 and other user terminals 20. As the wireless communication, for example, Internet communication or short-distance wireless communication is used.
[0027] The user terminal 20 includes a controller communication unit 24 for performing wired or wireless communication with the controller 30 .
[0028] A display unit 26 (e.g., a television or the like) is connected to the user terminal 20 via an image / audio output unit 25. The processor 21 outputs images and sounds generated (for example, by executing the above-mentioned information processing) to the display unit 26 via the image / audio output unit 25.
[0029] Next, the controller 30 will be described. Although not shown in the drawings, the controller 30 of this embodiment has a vertically long housing and can be held in a vertically long orientation. The housing has a shape and size that allows it to be held in one hand when held in a vertically long orientation.
[0030] The controller 30 includes at least one analog stick 32, which is an example of a direction input device. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). The controller 30 also includes a button unit 33 including various operation buttons. For example, the controller 30 may include a plurality of operation buttons on the main surface of the housing. The operation buttons are, for example, ABXY buttons, a plus button, a minus button, an L button, an R button, and the like.
[0031] The controller 30 also includes an inertial sensor 34. Specifically, the controller 30 includes an acceleration sensor and an angular velocity sensor as the inertial sensor 34. In this embodiment, the acceleration sensor detects the magnitude of acceleration along predetermined three axial directions. The angular velocity sensor detects angular velocities around predetermined three axes.
[0032] The controller 30 also includes a communication unit 31 for performing wired or wireless communication with the controller communication unit 24. The directional input contents to the analog stick 32, information indicating the pressed state of the button unit 33, and various detection results by the inertial sensor 34 are repeatedly output to the communication unit 31 at appropriate timing and transmitted to the user terminal 20.
[0033] [Games assumed in this embodiment] Next, the game processing executed in this embodiment will be described. First, an outline of the game assumed in this embodiment will be described. The game assumed in this embodiment is a multiplayer game in which a plurality of users explore the sea together. Various creatures, terrains, scenery, etc. are prepared as environmental objects in the sea, and users can enjoy discovering rare creatures, terrains, etc.
[0034] Multiplay refers to a situation where multiple users play the same game simultaneously via a communication network. The communication network may be communication using the Internet or short-distance wireless communication. In this embodiment, users who wish to participate in multiplay join a session and play multiplay on a session-by-session basis.
[0035] In the following, the session management performed by the information processing system in the first and second embodiments will be described, and the mechanism by which users participating in a session share information within a game will be described in the third embodiment. For convenience of explanation, the first and second embodiments will be described separately from the third embodiment, but the information processing system manages the session by the session management described in the first and second embodiments, and realizes information sharing between users within the session as described in the third embodiment.
[0036] (First embodiment) In the first embodiment, an example will be described in which, when a user of a user terminal 20 requests participation in a session, the server device 10 selects the session to be participated in and allows the user to participate in the session. The number of users who can participate in one session (hereinafter referred to as "participation slots") is predetermined, and if there are no vacancies in the participation slots of any session, the server device 10 generates a new session and allows the user to participate in the session. Here, "there is a vacancy in the participation slot" means a state in which the number of participating users has not reached the number specified by the participation slot. Conversely, "there is no vacancy in the participation slot" means a state in which the number of participating users has reached the number specified by the participation slot, and new participation in the participation slot is not possible.
[0037] 4 is a memory map showing an example of various data stored in the storage unit 12 of the server device 10. The storage unit 12 of the server device 10 has a server program 40, session data 41, and game progress data 42. The server device 10 realizes the functions of the server device 10 by reading out the server program 40 stored in the storage unit 12 and executing it with the processor 11. Note that, although the present embodiment has been described mainly with respect to session management, the storage unit 12 of the server device 10 may also have data other than the data shown in FIG. 4.
[0038] 5 is a diagram showing the contents of the server program 40. The server program 40 has a generation module 50, a participation module 51, a withdrawal module 52, a first discard module 53, a second discard module 54, a progress update module 55, and a reward granting module 56.
[0039] The generation module 50, upon receiving a session participation request from the user terminal 20, determines whether or not a session generation condition is satisfied, and realizes a function of generating a new session if the session generation condition is satisfied. The session generation condition is when there is no session managed by the server device 10, or when there are sessions managed by the server device 10 but none of the sessions have an available participation slot. Conversely, when there is a session in which the user can participate, the session generation condition is not satisfied, and the server device 10 does not generate a new session. By determining whether or not to generate a session based on this session generation condition, the information processing system 1 of this embodiment prevents sessions from being created in excessive numbers.
[0040] The participation module 51 has a function of, when acquiring a participation request from the user terminal 20 of the user, having the user participate in a session selected based on a predetermined condition. Specifically, the participation module 51 allows the user of the user terminal 20 to participate in the session by establishing communication between the server device 10 and the user terminal 20. Here, the "predetermined condition" may be any condition for selecting a session. For example, a session may be selected using a certain formula using random numbers, or a session with a large number of available participation slots may be selected with priority, for example.
[0041] Furthermore, when the participation module 51 receives another participation request from the user terminal 20 of a user after the user has left a session, if the session from which the user left has not yet been discarded and there is a vacant participation slot for the session, the participation module 51 allows the user to participate in the session. In other words, the participation module 51 returns the user to the session in which the user participated before leaving.
[0042] The withdrawal module 52 has a function of causing a user participating in a session to leave the session when the withdrawal condition for the user is satisfied. The withdrawal condition is when a signal indicating that the game is to be stopped is received from the user terminal 20, when a signal indicating that the session is to be left is received, or when communication with the user terminal 20 is interrupted. In the game assumed in this embodiment, a user can leave a session by his / her own operation. Even if a user leaves a session, the session itself continues. If other participating users remain in the session, the game of the session is continued by the other users, and even if there are no users in the session, the session continues for a certain period of time, as described below.
[0043] The first discarding module 53 has a function of discarding a session when a first time has elapsed since the session was generated. Discarding a session means that the server device 10 stops holding the session. Specifically, the server device 10 deletes data related to the session ID from the session data 41 described later. When the first time has elapsed since the session was generated, the server device 10 discards the session regardless of whether there is a participating user in the session. In other words, the game of the session ends. The first time is the maximum time the session continues, and can be set appropriately depending on the content of the game, for example, 120 minutes.
[0044] The second discard module 54 has a function of monitoring the number of users participating in a session, and discarding the session when a second time has elapsed since the number of users became 0. Here, the second discard module 54 discards the session regardless of whether a first time has elapsed since the session was generated. With this configuration, even before the first time has elapsed, if the number of participants in the session continues to be 0, the session is discarded, so there is no need to manage unused sessions. The second time is shorter than the first time and can be set appropriately, for example, 10 minutes.
[0045] The progress update module 55 has a function of updating the progress of a game linked to a session based on data acquired from the user terminal 20 of a user participating in the session. The progress is, for example, the degree of accomplishment of a mission set in the game linked to the session. The progress update module 55 may be provided in the user terminal 20.
[0046] The reward granting module 56 has a function of granting a reward to a user participating in a session when the progress of a game linked to a session satisfies a reward granting condition. The reward granting module 56 grants a reward to a user who participated in the session at the time when the progress satisfies the reward granting condition. The reward granting module 56 does not grant a reward to, for example, a user who left the session at that time or a user who joined the session after that time. The reward granting module 56 may be provided in the user terminal 20.
[0047] FIG. 6 is a diagram showing an example of session data 41. The session data 41 is data related to a session currently managed by the server device 10. The session data 41 includes a session ID, an elapsed time T1, an elapsed time T2, a participating user, and a remaining number of users. The session ID is information for identifying a session. The elapsed time T1 is the elapsed time since the session was generated. The elapsed time T2 is the elapsed time since the number of participating users in the session became 0.
[0048] The participating users are the user IDs of the users participating in the session. The remaining number of people is information indicating how many more people can participate in the session. In other words, the remaining number of people = participation quota - number of participating users. In this embodiment, the participation quota for a session is 100 people, and when there are no participants, such as in the case of session ID S0002, the remaining number of people is 100. When the number of users that can participate varies depending on the session, session data 41 may include data on the participation quota for the session.
[0049] In the example shown in Fig. 6, 75 minutes have passed since the start of a session with a session ID of S0001, and participating users include U1234, U2332, etc. Also, 50 minutes have passed since the start of a session with a session ID of S0002 (elapsed time T1). There are currently no participating users in this session, and five minutes have passed since there have been no participating users (elapsed time T2). When a user participates in a session with a session ID of S0002, the elapsed time T2 is reset.
[0050] Fig. 7 is a diagram showing the operation of the information processing system 1. Fig. 7 shows the operation from the generation of a session to the abandonment of the session. When a user performs an operation to participate in a session on the user terminal 20, the user terminal 20 transmits a session participation request to the server device 10 (S10). When the server device 10 receives the session participation request transmitted from the user terminal 20 (S11), it refers to the session data 41 and determines whether or not there is a session in which the user can participate (S12). If there are no sessions managed by the server device 10, or if there are sessions but the remaining number of people who can participate in each session is 0, the server device 10 determines that there is no session in which the user can participate.
[0051] If there is no session in which the user can participate (NO in S12), the server device 10 creates a new session (S13). When the server device 10 creates a new session, it adds the session ID of the created session to the session data 41 (see FIG. 6). If there is a session in which the user can participate (YES in S12) or after creating a session (S13), the server device 10 allows the user who sent the session participation request to participate in an available session (S14).
[0052] The server device 10 establishes communication with the user terminal 20 of the user who has joined the session, and transmits and receives game situation data (S15, S16). An example of the game situation data that is transmitted and received will now be described.
[0053] In this embodiment, there is a virtual space to be explored for each session, and the game situation data includes data on the terrain that constitutes the virtual space, a map of the virtual space, and data on environmental objects such as creatures that exist in the virtual space. Data on the remaining time of the session and areas that have already been explored is also included in the game situation data. The server device 10 transmits such game situation data to the user terminals 20 participating in the session.
[0054] The game situation data transmitted from the user terminal 20 to the server device 10 includes data on the position of the user's character determined by the operation input received by each user terminal 20, data on environmental objects discovered by the user, etc. In this way, the server device 10 exchanges game situation data with the user terminals 20 participating in the session, thereby synchronizing the game situation among the multiple user terminals 20 and realizing multiplay.
[0055] The user terminal 20 performs game control such as displaying a game screen based on the received game situation data and updating the game screen upon receiving operational input from the user (S17).
[0056] The server device 10 compares the time T1 elapsed since the start of the session with the first time for each session, and determines whether the first time has elapsed (S18). If it is determined that the first time has not elapsed (NO in S18), the server device 10 returns to the process of transmitting game situation data (S15). That is, the server device 10 determines whether the first time has elapsed while realizing multiplay by synchronizing the game situations between the user terminals 20 participating in the session.
[0057] When it is determined that the first time has elapsed (YES in S18), the server device 10 discards the session for which the first time has elapsed (S19). The server device 10 deletes the session ID of the discarded session from the session data 41 (see FIG. 6). The server device 10 transmits a signal indicating that the session has been discarded to the user terminal 20 (S20). When the user terminal 20 receives the signal indicating that the session has been discarded (S21), the user terminal 20 ends the game related to that session (S22).
[0058] Fig. 8 is a diagram showing the operation of the server device 10 when the number of participants becomes 0 during an ongoing session. The prerequisite operation of the information processing system 1 is as shown in the flow shown in Fig. 7, and Fig. 8 shows only the part related to session management. After generating a session (S30), the server device 10 measures the elapsed time T1 after the session generation, and determines whether or not a first time has elapsed (S31). If the first time has elapsed (YES in S31), the server device 10 discards the session (S34).
[0059] If it is determined that the first time has not elapsed (NO in S31), the server device 10 determines whether or not the number of users participating in the session is 0 (S32). If it is determined that the number of users participating is not 0 (NO in S32), the server device 10 returns to the process of determining whether or not the first time has elapsed (S31). At this time, if measurement of the elapsed time T2 for measuring the second time has started, the timer for the elapsed time T2 is reset.
[0060] If it is determined that the number of participating users is zero (YES in S32), the server device 10 measures the elapsed time T2 since the number of participating users in the session became zero, and determines whether or not the second time has elapsed (S34). If it is determined that the second time has elapsed (YES in S33), the server device 10 discards the session (S35). If it is determined that the second time has not elapsed (NO in S33), the server device 10 returns to the process of determining whether or not the first time has elapsed (S31).
[0061] Fig. 9 is a diagram showing the operation of the information processing system 1 when a user who has left a session requests to rejoin the session. The flow shown in Fig. 9 starts from a state in which the user terminal 20 is participating in the session.
[0062] When a user participating in a session performs an operation to leave the session, the user terminal 20 transmits a session leave request to the server device 10 (S40). When the server device 10 receives the session leave request (S41), it excludes the user terminal 20 that sent the session leave request from the session (S42). The server device deletes the user ID of the relevant user from the session data 41 (see FIG. 6). Note that, although the case where the user leaves the session by performing an operation to leave the session is taken as an example here, the following operations are the same even when the user of the user terminal 20 leaves the session due to a loss of communication between the user terminal 20 and the server device 10.
[0063] When the user performs an operation to join a session on the user terminal 20, the user terminal 20 transmits a session join request to the server device 10 (S43). When the server device 10 receives the session join request transmitted from the user terminal 20 (S44), it determines whether the session from which the user who transmitted the session join request left is continuing without being discarded (S45).
[0064] As a method of this determination, for example, the following methods are conceivable. One method is that when the user terminal 20 transmits a session participation request, it transmits the session ID of the session from which the user has left, and the server device 10 determines whether or not the session related to the session ID is continuing. Another method is that the server device 10 associates with the user terminal 20 and manages the session ID of the session in which the user of the user terminal participated as history, and determines whether or not the session is continuing. Although two methods have been exemplified here, the method of determining whether or not a session from which a user has left is continuing is not limited to the methods shown here.
[0065] If the session from which the user left is continuing (YES in S45), the server device 10 determines whether or not there is an available participation slot for the session from which the user left (S46), and if there is an available slot (YES in S46), allows the user of the user terminal 20 that sent the session participation request to rejoin the session from which the user left (S47).
[0066] If the session from which the user left is not continuing (NO in S45), or if the session from which the user left is continuing but there is no vacant participation slot for that session (NO in S46), the server device 10 allows the user of the user terminal 20 that sent the session participation request to participate in a new session (S48). If there is no session in which the user can join, the server device 10 creates a new session, which is the same as the operation described in Fig. 7 (S12 to S13 in Fig. 7).
[0067] The information processing system 1 and the session management method according to the first embodiment have been described above. The information processing system 1 according to the first embodiment not only discards a session when a first time has elapsed since the session was generated, but also discards the session when the number of users participating in the session becomes zero even before the first time has elapsed, so that unused sessions can be discarded and session management costs can be reduced. In a type of game in which users can enter and exit a session, such as the game assumed in this embodiment, it is assumed that a user will leave the session on his / her own accord and the number of users participating in the session will become zero, so the configuration of this embodiment is effective.
[0068] In the information processing system 1 of this embodiment, when a session join request is sent from a user who has left a session, the information processing system 1 returns the user to the session they were participating in before they left, thereby suppressing the creation of new sessions and reducing session management costs.
[0069] In the present embodiment, the information processing system 1 may have an option to allow a user who has left a session to participate in a session different from the session the user participated in before the user left. A session that the user participated in before the user left and that is still ongoing is referred to as a "session in which the user is currently participating."
[0070] 10 is a diagram showing the contents of a server program according to a modification of the first embodiment. The server program according to the modification includes a restriction removal module 57 in addition to the configuration of the server program shown in FIG.
[0071] In the modified example, the participation module 51 receives a participation request for a session different from the currently participating session in addition to the participation request described in the above embodiment. This participation request is an effective option when, for example, the user has explored the currently participating session to some extent and wants to enter a new session without waiting for the session to be discarded. If a button for a participation request to a new session is displayed on the user terminal 20 in addition to a button for a participation request, the user can select in which manner to make the participation request. However, the participation module 51 basically limits participation in different sessions in order to prevent sessions from being created in excessive numbers.
[0072] The restriction removal module 57 has a function of removing the restriction on participation in different sessions. The restriction removal module 57 has a function of removing the restriction on participation in different sessions by subtracting a predetermined parameter managed in association with the user. The restriction removal module 57 does not remove the restriction when the amount of the predetermined parameter is small and cannot be subtracted. The predetermined parameter is, for example, coins saved by the user in sessions previously participated in. A case where subtraction is not possible is a case where the parameter becomes negative when subtraction processing is performed.
[0073] Fig. 11 is a diagram showing the operation of the information processing system when a request to participate in a session different from the previous session is made. The flow shown in Fig. 11 starts from a state in which the user terminal 20 is participating in a session.
[0074] When a user participating in a session performs an operation to leave the session, the user terminal 20 transmits a session leave request to the server device 10 (S40). When the server device 10 receives the session leave request (S41), it excludes the user terminal 20 that sent the session leave request from the session (S42). The server device deletes the user ID of the relevant user from the session data 41 (see FIG. 6). Note that, although the case where the user leaves the session by performing an operation to leave the session is taken as an example here, the following operations are the same even when the user of the user terminal 20 leaves the session due to a loss of communication between the user terminal 20 and the server device 10.
[0075] When a user performs an operation on the user terminal 20 to join a session different from the session from which the user left, the user terminal 20 transmits a session join request to the server device 10 for the session different from the previous session (S51). When the server device 10 receives the session join request transmitted from the user terminal 20 (S52), it determines whether the session from which the user who transmitted the session join request left continues without being discarded and whether there is a vacancy in the session (S53).
[0076] If the session from which the user left is not continuing or if there is no vacancy in the session from which the user left (NO in S53), the server device 10 allows the user of the user terminal 20 that sent the session participation request to participate in a new session (S57). This operation is the same as the operation described in the first embodiment (S45, S46, S48 in FIG. 9).
[0077] If the session from which the user left continues and there is a vacancy (YES in S45), the server device 10 judges whether or not it is possible to subtract a predetermined parameter associated with the user of the user terminal 20 that sent the participation request (S54). If it is not possible to subtract the predetermined parameter (NO in S54), it returns a message to the user terminal 20 that participation in a different session is not possible (S55).
[0078] If the parameter can be subtracted (YES in S54), the server device 10 subtracts the parameter associated with the user (S56) and allows the user to participate in the new session (S57). If there is no session in which the user can participate, the server device 10 creates a new session, which is the same as the operation described in Fig. 7 (S12 to S13 in Fig. 7).
[0079] With the above configuration, the user has the option to move to a new session early. On the other hand, by requiring a subtraction of a predetermined parameter, a certain degree of inhibition is imposed on the participation of new sessions, and session proliferation can be prevented.
[0080] (Second embodiment) Next, the information processing system 2 according to the second embodiment will be described. In the information processing system 2 according to the second embodiment, there is one type of participation slot for a session, but in the second embodiment, an example having two types of participation slots will be described. The two participation slots handled by the information processing system 2 according to the second embodiment are called the "first participation slot" and the "second participation slot". The first participation slot is a slot for unspecified users to participate. The second participation slot is a slot for users who specify the session and make a participation request to participate. As an example, if the total number of participants in a session is 100 people, the first participation slot can be 10 people and the second participation slot can be 90 people.
[0081] The hardware configuration of the information processing system 2 of the second embodiment is the same as that of the first embodiment (see FIGS. 1 to 3). The information processing system 2 of the second embodiment is different from the information processing system 2 of the first embodiment in the server program 40 and the session data 41 stored in the storage unit 12 of the server device 10.
[0082] 12 is a diagram showing the contents of the server program 40 of the second embodiment. The server program 40 has a generating module 50, a first participating module 511, a second participating module 512, a leaving module 52, a first discarding module 53, a second discarding module 54, a progress updating module 55, and a reward granting module 56. Among the modules of the server program 40 of the second embodiment, the configurations of the generating module 50, the leaving module 52, the first discarding module 53, the second discarding module 54, the progress updating module 55, and the reward granting module 56 are the same as those of the information processing system 1 of the first embodiment. The following mainly describes the configurations different from those of the first embodiment.
[0083] The first participation module 511 has a function of having the user of the user terminal 20 participate in a session when the first participation request is acquired from the user terminal 20. Here, the "first participation request" is a request to participate in a session made by the user without specifying the session in which the user wishes to participate. When the first participation module 511 receives the first participation request, the first participation module 511 has a function of selecting a session in which the user should participate based on a predetermined condition, allocating the user to a first participation slot of a session with an available first participation slot, and having the user participate in the session. From the user's perspective, the first participation request is a method of participating in a session allocated by the server device 10.
[0084] The second participation module 512 has a function of making the user participate in a session when a second participation request is acquired from the user terminal 20 of the user. Here, the "second participation request" is a request to participate in a session made by the user specifying a specific session. For example, this is the case when a user participates in a session upon receiving an invitation from a friend, or when an influential person (influencer) discloses the session ID of a session in which the user is playing and participates in the session.
[0085] When the second participation module 512 acquires a second participation request for a specific session from the user terminal 20, if there is a vacancy in the second participation slot for the specific session, the second participation module 512 assigns the user to the second participation slot for the specific session and allows the user to participate in the specific session. If there is no vacancy in the second participation slot for the specific session specified in the second participation request, the second participation module 512 notifies the user terminal 20 that the user cannot participate in the session.
[0086] 13 is a diagram showing an example of session data 41 in the second embodiment. The session data 41 is data related to a session currently managed by the server device 10. The session data 41 includes a session ID, elapsed time T1, elapsed time T2, participation slots, participating users, and the remaining number of users. The session ID, elapsed time T1, and elapsed time T2 are the same as those in the information processing system 1 in the first embodiment. In the second embodiment, the number of participants and the remaining number for each of the first and second participation slots are stored.
[0087] 13, 75 minutes have passed since the start of the session with session ID S0001 (elapsed time T1), and U1234, U2332, etc. are stored as participating users assigned to the first participation slot, and U5237 and U3672 are stored as participating users assigned to the second participation slot. Note that in the session data 41, the user IDs of participating users are assigned to the first participation slot and the second participation slot, but there is no difference in the progress of the game between the user terminal 20 that participated in the first participation slot and the user terminal 20 that participated in the second participation slot.
[0088] For a session with a session ID of S0002, 50 minutes have passed since the session ID (elapsed time T1). There are currently no participating users in this session, and 5 minutes have passed since there were no participating users (elapsed time T2). If a user participates in a session with a session ID of S0002, the elapsed time T2 is reset.
[0089] 14 is a diagram showing the operation of the information processing system 2 related to a first participation request. When a user performs an operation to participate in a session without specifying a session on the user terminal 20, the user terminal 20 transmits the first participation request to the server device 10 (S60). When the server device 10 receives the first participation request transmitted from the user terminal 20 (S61), it refers to the session data 41 and determines whether or not there is a session with vacancy in the first participation slot (S62). When the server device 10 does not manage sessions, or when sessions exist but the remaining number of people in the first participation slot for each session is 0, it is determined that there is no session that can be participated in.
[0090] If there is no available session in the first participation slot (NO in S62), the server device 10 creates a new session (S63). If there is a session in which the user can participate (YES in S62), or after creating a session (S63), the server device 10 allows the user who sent the first participation request to participate in the available session (S64).
[0091] The server device 10 establishes communication with the user terminal 20 of the user who joined the session. The server device 10 and the user terminal 20 transmit and receive game situation data (S65, S66). The user terminal 20 performs game control such as displaying a game screen based on the received game situation data and updating the game screen by accepting operation input from the user (S67).
[0092] The server device 10 compares the time T1 elapsed since the start of the session with the first time for each session, and determines whether the first time has elapsed (S68). If it is determined that the first time has elapsed (YES in S68), the server device 10 discards the session for which the first time has elapsed (S69). The server device 10 deletes the session ID of the discarded session from the session data 41 (see FIG. 13). The server device 10 transmits a signal indicating that the session has been discarded to the user terminal 20 (S70), and when the user terminal 20 receives the signal indicating that the session has been discarded (S71), the user terminal 20 ends the game related to that session (S72).
[0093] 15 is a diagram showing the operation of the information processing system 2 related to a second participation request. When a user identifies a session on the user terminal 20 and performs an operation to participate in the session, the user terminal 20 transmits a second participation request to the server device 10 (S80). When the server device 10 receives the second participation request transmitted from the user terminal 20 (S81), it determines whether or not there is a vacancy in the second participation slot of the session identified by the session ID (S82).
[0094] If it is determined that there is no vacancy in the second participation slot (NO in S82), the server device 10 notifies the user terminal 20 that transmitted the second participation request that it is unable to participate in the specified session (S83). The operations (S84 to 92) when there is vacancy in the second participation slot for the specified session are the same as the operations (S64 to 72 in FIG. 14) when the server device 10 receives the first participation request.
[0095] (Third embodiment) Next, an information processing system 3 according to a third embodiment will be described. The basic configuration of the information processing system 3 according to the third embodiment is the same as that of the information processing system 1 according to the first embodiment (see Figs. 1 to 3), but is characterized by a mechanism in which users who participate in a session share information within a game. In this specification, users who share information are referred to as "sharers" for convenience.
[0096] Fig. 16 is a memory map showing an example of various data stored in the storage unit 22 of the user terminal 20 used in the third embodiment. The storage unit 22 of the user terminal 20 has a terminal program 60, game situation data 61, and sharer management data 62. Note that, although the present embodiment has been described mainly with respect to information sharing with a sharer, the storage unit 22 of the user terminal 20 may also have data other than the data shown in Fig. 16. First, the game situation data 61 and the sharer management data 62 will be described.
[0097] The game situation data 61 includes data indicating the game situation updated by operations by users participating in the session. The user terminal 20 receives game situation data updated by operations by other users from the server device 10. The game situation is synchronized between the user terminals 20 of the users participating in the session to realize multiplay. Examples of the game situation data 61 include the topography and map of the virtual space in which the game is set, environmental objects in the virtual space, data on the positions and appearances of characters controlled by other users, data on areas that have been explored, and the progress of the game.
[0098] The game situation data 61 also includes game situation data for each user of the user terminal 20. For example, this data is data on places the user has visited in the past, environmental objects the user has found, etc. This data is data that only the user of each user terminal 20 needs to possess, and does not necessarily need to be output to the user terminals 20 of other users.
[0099] The sharer management data 62 is data that identifies other participating users who have a sharer relationship. Fig. 17 is a diagram showing an example of the sharer management data 62. The sharer management data 62 has a user ID for identifying other users who have a sharer relationship, the time when the sharer relationship was established, and data indicating whether the user is online. The data indicating whether the user is online is "o" if the user is online.
[0100] The sharer management data 62 is valid only while the session continues, and if the session is abandoned, the sharer management data 62 is erased. Therefore, at the initial point of joining a session, the user ID is not stored in the sharer management data 62. If a sharer user leaves a session and then returns to the session, the sharer relationship continues. While other users who are sharers have left the session, the user terminal 20 sets the data indicating whether they are online to "x", indicating that they are offline, and updates it to "o" when they return to the session. As a modified example, it is also possible to delete the user ID of a user who has left a session from the sharer management data 62.
[0101] As explained above, the sharer relationship is only for the duration of the session. The relationship is loose in the sense that once the session ends, the relationship with the user who was the sharer will no longer exist. Users can have loose connections with other users while participating in a session. Also, when a user first joins a session, there are no sharer users, and the user can enjoy encountering other users' characters during the session and connecting with them as a sharer.
[0102] In this embodiment, the sharer management data 62 is stored in each user terminal 20. As described below, a sharer relationship is established when the distance to another user meets a predetermined criterion, and the permission of the other user is not required. Each user terminal 20 makes a judgment and registers a sharer individually, but since the criterion for judging whether or not to establish a sharer relationship is common between the user terminals 20, when characters get closer to each other than the predetermined criterion, both user terminals 20 will register them as sharers. For example, when user A judges user B to be a sharer, user B also judges user A to be a sharer. Therefore, it becomes possible for sharers to share information.
[0103] Note that due to a lack of synchronization between the user terminal 20 and the server device 10, there may be cases where user A registers user B as a sharer but user B does not register user A as a sharer, but this embodiment allows such a situation. As a modified example, when the distance between user A's character and user B's character on user A's terminal meets a predetermined criterion, and the distance between user A's character and user B's character on user B's terminal meets a predetermined criterion, user A may register user B as a sharer, and user B may register user A as a sharer.
[0104] Next, the terminal program 60 will be described with reference to Fig. 18. Fig. 18 is a diagram showing the contents of the terminal program 60. The terminal program 60 has a game status update module 70, a sharer determination module 71, a relationship establishment notification module 72, and a share information output module 73. The user terminal 20 reads out the terminal program 60 stored in the storage unit 22 and executes it with the processor 21 to realize the functions of the user terminal 20.
[0105] The game situation update module 70 has a function of updating the game situation data 61 based on the game situation data transmitted from the server device 10, and updating the game situation data 61 for each user based on an operation input to the user terminal 20.
[0106] The sharer determination module 71 has a function of determining whether or not a sharer relationship is established between the user of the user terminal 20 and another user participating in the session. When a character controlled by the user of the user terminal 20 and a character controlled by a user of another user terminal 20 become closer than a predetermined criterion in the virtual space, the sharer determination module 71 determines that a sharer relationship is established between the user of the user terminal 20 and the user of the other user terminal 20.
[0107] In this embodiment, the predetermined criterion is a threshold value of distance in the virtual space, and a sharer relationship is established when the distance between the characters becomes smaller than the threshold value. The distance used as the predetermined criterion may be variable. For example, when the environment in which the user's character is located is brighter than the predetermined threshold value, a first distance may be used as the criterion, and when the environment is darker than the predetermined threshold value, a second distance shorter than the first distance may be used as the criterion to determine whether or not the characters are a sharer.
[0108] The relationship establishment notification module 72 has a function of notifying the user of the user terminal 20 that a sharer relationship has been established when a sharer relationship has been established between the user of the user terminal 20 and a user of another user terminal 20. Various methods can be used to notify the user of the sharer relationship. For example, an expression that connects a character controlled by the user and a character controlled by another user with whom a sharer relationship has been established may be displayed, a message indicating that a sharer relationship has been established may be displayed, or a sound may be used to notify the user.
[0109] Fig. 19 is a diagram showing an example of an image indicating that a sharer relationship has been established. In Fig. 19, characters P1 to P4 are shown. Among them, character P1 is the character of the user of user terminal 20 displaying the image shown in Fig. 19. Characters P1 and P2, and character P1 and P3 are connected by a line, respectively, which indicates that a sharer relationship has been established between the user of character P1 and the user of character P2, and between the user of character P1 and the user of character P3. This line is displayed temporarily when a sharer relationship is established, and disappears after a certain time (for example, several seconds) has elapsed.
[0110] Also, a message "You are now a sharer with User B" is displayed in the upper right corner of the screen shown in FIG. 19. "User A" and "User B" are the names of the users, and "User A" is the name of the user of the user terminal 20 displaying the image shown in FIG. 19. The message in FIG. 19 is a message indicating that a sharer relationship has been established between "User A" and "User B." Similarly, the message "You are now a sharer with User C" is a message indicating that a sharer relationship has been established between "User A" and "User C." This message is also a display indicating that a sharer relationship has been established. This message is also displayed temporarily when a sharer relationship is established, and is erased after a certain period of time (for example, a few seconds) has passed.
[0111] In the example shown in FIG. 19, the display indicating that a sharer relationship has been established is an example in which a line connecting the characters and a message are both displayed, but it is also possible to display only one of the lines or the message.
[0112] Returning to FIG. 18, the terminal program 60 will be described. The share information output module 73 has a function of outputting, as share information, a part of the game situation data of other users with whom a sharer relationship has been established, to the user terminal 20. As described above, among the game situation data, the game situation data individual to a user does not need to be synchronized with other user terminals 20, but by sharing individual game situation data with users with a sharer relationship, the users are made to feel connected to the other users. However, it is not necessary to share all of the individual game situation data. Hereinafter, the data shared as share information in this embodiment will be described.
[0113] One type of share information is information indicating the position of a character. Fig. 20 is a diagram showing an example of a map displaying the positions of sharer characters. The positions indicated by triangles are the positions of the characters of the user of the user terminal 20 displaying the map, and the positions indicated by circles are the positions of the characters of users with whom the sharer has a relationship. In this way, by displaying the position of the sharer on the map, it is possible to know at a glance where the sharer is.
[0114] Another example of shared information is information about an environmental object found by a user of another user terminal 20. For example, if a second user finds a rare creature or treasure, the location of the creature or treasure and information about its rarity are displayed. This stimulates competitive spirit and provides exploration hints on where to explore to find rare creatures or treasures. Yet another example of shared information is an emote icon given to an environmental object such as a creature by a user of another user terminal 20.
[0115] The following methods can be considered as mechanisms by which the share information output module 73 obtains and outputs the share information. In one method, the user terminal 20 receives game situation data of all users participating in the session from the server device 10, and the share information output module 73 extracts and outputs the share information from the individual game situation data of the participating users. In another method, the share information output module 73 causes the user terminal 20 to transmit data indicating the sharer to the server device 10, extracts the share information from the individual game situation data of the sharer transmitted from the server device 10, and outputs the share information on the user terminal 20. Although two methods have been given here, the method of outputting the share information is not limited to the above methods.
[0116] FIG. 21 is a diagram showing the operation of registering and canceling a sharer by the information processing system 3. The flow shown in FIG. 21 starts from a state in which the user terminal 20 has already joined the session. The server device 10 establishes communication with the user terminal 20 of the user who has joined the session, and transmits and receives game situation data (S110, S111). The server device 10 transmits game situation data required to realize multiplay to each user terminal 20, and synchronizes the game situation between each user terminal 20. Furthermore, each user terminal transmits game situation data updated based on an operation input to the server device 10.
[0117] The user terminal 20 determines whether or not there is a character controlled by a user of another user terminal within a predetermined range of the character controlled by the user in the virtual space of the game (S114). If there is no character of another user within the predetermined range (NO in S114), the user terminal 20 returns to the process of updating the game status (S110, S111). That is, the user terminal 20 determines whether or not another character has entered the predetermined range while controlling the game.
[0118] If the character is within the predetermined range (YES in S114), the user terminal 20 registers the other user as a sharer (S115). After registering the sharer, the user terminal 20 outputs an image (FIG. 19) indicating that a sharer relationship has been established with the second user (S116).
[0119] The user terminal 20 outputs the share information of other users with whom a sharer relationship has been established, and this operation will be described with reference to Fig. 22. When a predetermined time has elapsed since the start of the session, the server device 10 transmits a session discard to the user terminal 20 of the user participating in the session (S117). When the user terminal 20 receives the session discard data (S118), it performs a process to end the game related to that session and deletes the sharer management data 62 (S119).
[0120] Fig. 22 is a flowchart showing the operation of the information processing system 3 that outputs share information. The operation of transmitting and receiving the game situation data 61 between the user terminal 20 and the server device 10 and updating the game situation data 61 of the user terminal 20 is the same as the flow described in Fig. 21. The user terminal 20 determines whether or not a sharer is present (S120), and if a sharer is present (YES in S120), outputs the share information (S121). The user terminal 20 outputs, as the share information, the positions of characters of users of other user terminals 20 on a map, and information such as the positions and rarities of creatures, treasures, etc. discovered by users of other user terminals 20.
[0121] The information processing system 3 according to the third embodiment of the present invention has been described above. In the information processing system 3 according to the third embodiment, when the distance between the characters of the users meets a predetermined standard, a sharer relationship is established, and the sharers share a part of the game situation data of each user as share information. This allows the sharer to feel a connection with the sharer, that they are playing a game together. In addition, the sharer relationship is deleted when the session ends, so there is no hassle. By realizing such a loose connection with other users, it is possible to maintain an appropriate distance from other users.
[0122] In the present embodiment, an example has been given in which share information is displayed on the user terminal 20 and information is shared between sharers, but what can be done between sharers is not limited to sharing of individual user game situation data. For example, by accepting an operation to identify a sharer located on a map and a transfer operation, the user's character may be transferred (warped) to the location where the sharer's user character is located. With this configuration, the presence of the sharer makes it easy to explore, and the player can have the feeling of playing together with the sharer.
[0123] In the present embodiment, an example has been given in which, when a sharer relationship is established, an icon of an emote that the sharer user has given to an environmental object such as a living creature is displayed, but it may also be possible to add the icon used by the sharer to a collection and make it available for use.
[0124] First, the emote icons will be described. Emote icons that the user can use are stored in the storage unit 22. When the user of the user terminal 20 gives an emote icon to an environmental object such as a creature or terrain, the icons stored in the storage unit 22 are read out and displayed as candidates. The user selects a desired icon from the displayed candidate icons. Icons stored in the storage unit 22 can be acquired as rewards from events, etc., or can be acquired and increased by purchasing.
[0125] In a modified example of this embodiment, when a sharer uses an emote icon and it is displayed on the user terminal 20, the user terminal 20 acquires the icon and stores it in the storage unit 22. That is, displaying the icon used by the sharer becomes one of the ways to acquire the icon.
[0126] In the information processing system 3 of this embodiment, a setting for restricting the sharer relationship may be made. Even if the character of a user who has set a restriction gets closer than a predetermined standard, the sharer relationship is not established. The character of a user who has set a restriction may be displayed in a different manner from the character of a user who has not set a restriction so that it is clear that the user has set a restriction. This configuration can also meet the needs of users who want to explore without relying on the help of other users. [Explanation of symbols]
[0127] 1~3 Information Processing Systems 10. Server device 11 Processors 12 Storage section 13. Communications Department 20 User terminal 21 Processors 22 Memory section 23 Wireless Communication Department 24 Controller communication section 25 Video and audio output section 26 Display section 30 Controller 31 Communications Department 32 Analog Stick 33 Button section 34 Inertial Sensor 40 Server Program 41 Session Data 42 Game progress data 50 Generation Module 51 Participation Module 52 Detachment Module 53 First Destruction Module 54 Second Destruction Module 55 Progress Update Module 56 Reward Module 57 Restriction removal module 60 Terminal Programs 61 Game Status Data 62 Sharer Management Data 70 Game Status Update Module 71 Sharer Judgment Module 72 Relationship Establishment Notification Module 73 Share information output module
Claims
1. An information processing program executed by a computer of a first terminal of a first user, causing the computer to function as a game execution means for participating in a session via a network and executing a game; The game execution means includes: updating a game status based on an operation input of the first user; when a position of a first character controlled by the first user in a virtual space of the game and a position of a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined criterion, a predetermined relationship is established between the first user and the second user in the session; sequentially outputting information indicating a game status of the second user, the information being updated based on an operation input by the second user with whom the predetermined relationship has been established, during the progress of the game; Information processing program.
2. The game execution means includes: The information processing program according to claim 1 , further comprising: outputting, as information indicating the game status of the second user, position information indicating the position in the virtual space of a second character of the second user who has established the specified relationship with the first user.
3. The game execution means includes: The information processing program according to claim 2 , further comprising: transferring, in response to a transfer operation by the first user, the first character to a position of a second character of the second user with whom the predetermined relationship is established.
4. The game execution means includes: The information processing program according to claim 1, further comprising: outputting, as information indicating the game status of the second user, operation input information corresponding to an operation input made by the second user who has established the specified relationship with the first user, to an environmental object placed in a virtual space.
5. The game execution means includes: adding operation input information by the second user outputted at the first terminal to a storage means; 5 . The information processing program according to claim 4 , wherein when an operation input for the environmental object is accepted from the first user, the operation input information stored in the storage means is output as a candidate for inputtable operation input information.
6. The game execution means includes: The information processing program according to claim 1 , further comprising: when the predetermined relationship is established between the first user and the second user, outputting information indicating that the predetermined relationship has been established.
7. 2. The information processing program according to claim 1, wherein at the time when the first terminal joins the session, the specified relationship has not been established between a user of the first terminal and a second user of the second terminal who joins the session.
8. The game execution means includes: The information processing program according to claim 1, wherein when a restriction setting is made on the first user terminal, the specified relationship is not established between the first user and the second user even if the distance between the first character and the second character becomes closer than a specified standard.
9. The information processing program according to claim 1 , wherein the session is discarded when a predetermined time has elapsed.
10. An information processing device that processes a game to be executed by participating in a session via a network, means for updating a game status based on an operation input of the first user; a means for establishing a predetermined relationship between the first user and the second user in a session when a position of a first character controlled in a virtual space of the game by the first user and a position of a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined reference; a means for sequentially outputting information indicating a game status of the second user, the information being updated based on an operation input by the second user who has established the predetermined relationship with the first user during the progress of the game; An information processing device comprising:
11. An information processing method of an information processing device which processes a game to be executed by participating in a session via a network, updating a game status based on an operation input of the first user; when a position of a first character controlled by the first user in a virtual space of the game and a position of a second character controlled in the virtual space by a second user of a second terminal participating in the same session as the first terminal become closer than a predetermined criterion, a predetermined relationship is established between the first user and the second user in the session; sequentially outputting information indicating a game status of the second user, the information being updated based on an operation input by the second user with whom the predetermined relationship has been established, during the progress of the game; Information processing methods.
12. 1. An information processing system comprising: a server device that processes a game based on an operation input by a user of a user terminal participating in a session; a first terminal of a first user participating in the session; and a second terminal of a second user participating in the same session as the first terminal, the first terminal updates a game status based on an operation input of the first user, and transmits information indicating the game status of the first user to the server device; the second terminal updates a game status based on an operation input of the second user, and transmits information indicating the game status of the second user to the server device; when a position of a first character controlled by the first user in a virtual space of the game and a position of a second character controlled by the second user in the virtual space become closer than a predetermined reference based on information indicating a game status of the first user transmitted from the first terminal and information indicating a game status of the second user transmitted from the second terminal, the server device establishes a predetermined relationship between the first user and the second user in the session; the first terminal sequentially outputs, during the progress of the game, information indicating a game status of the second user that is updated based on an operation input by the second user who has established the predetermined relationship with the first user; The second terminal is an information processing system that sequentially outputs information indicating the game status of the first user that is updated based on operation input of the first user with whom the specified relationship has been established during the progress of the game.
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