Information processing system, information processing device, and program
Patent Information
- Application Number
- JP2024217215
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-02-28
- Estimated Expiration
- 2042-07-25
Smart Images

Figure 2025028147000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing system, an information processing device, and a program. [Background technology]
[0002] Patent document 1 discloses an asynchronous event in which a group is made up of multiple users, and the user can continue playing the game as long as he or she performs operations, even if other users in the group are not playing the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-023637 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there are many users who want to enjoy the atmosphere of cooperative play.
[0005] In view of the above circumstances, the present disclosure provides a technology that allows players to play in a relaxed manner while creating an atmosphere of cooperative play. [Means for solving the problem]
[0006] According to one aspect of the present disclosure, an information processing system is provided. In the configuration step of the information processing system, a group including a main user and one or more sub-users matched with the main user is configured. The group includes a first group and a second group, the first group includes a first user who is a main user and a second user who is a sub-user, the second group includes the second user who is a main user, while the first user is not included in the sub-users, and in the determination step, group points associated with the group are determined based on the results of games individually played by each user included in the group, first group points associated with the first group are determined based on the results of the game of the first user, and the first group points and second group points associated with the second group are determined based on the results of the game of the second user.
[0007] According to the present disclosure, it is possible to allow players to play in a relaxed manner while creating an atmosphere of cooperative play. [Brief description of the drawings]
[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing an example of a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] FIG. 11 is an activity diagram showing an example of the flow of an event-related process. [Figure 4] FIG. 11 is a diagram showing an example of displayed group information. [Diagram 5] FIG. 11 is a diagram showing another example of displayed group information. [Figure 6] FIG. 13 is a diagram showing an example of a user who is matched with user A. [Figure 7] FIG. 11 is a diagram showing an example of information about users who are matching candidates. [Figure 8] FIG. 13 is a diagram showing an example of a user who is matched with user B. [Figure 9]FIG. 11 is a diagram showing an example of information about users who are matching candidates. [Figure 10] FIG. 13 is a diagram showing an example of group points at the end of an event. [Figure 11] FIG. 13 is a diagram showing an example of a reward notification to a user. [Figure 12] FIG. 13 is a diagram showing another example of a notification of a reward to a user. [Figure 13] FIG. 13 is a diagram illustrating an example of the contribution degree of a sub-user. [Figure 14] 13 is a block diagram showing another example of the functional configuration of the information processing device 2. FIG. [Figure 15] FIG. 13 is a diagram illustrating an example of a sub-user table. [Figure 16] FIG. 13 illustrates an example of a group change. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [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.
[0010] Incidentally, the program for realizing the software appearing in this embodiment 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 started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0011] In this embodiment, the term "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 embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set 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.
[0012] 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.
[0013] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to this embodiment. 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.
[0014] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the 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.
[0015] 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, or tablet terminal.
[0016] 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 embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.
[0017] 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.
[0018] 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.
[0019] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.
[0020] <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.
[0021] 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.
[0022] 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 embodiment, various data related to the game, etc.
[0023] 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. In addition, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, or speed when the game media is a player character.
[0024] 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.
[0025] 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.
[0026] 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."
[0027] <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.
[0028] 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.
[0029] 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 and stored in the storage unit 32 of the game device 3.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] Fig. 2 is a block diagram showing an example of a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a display control unit 231, a reception unit 232, a game control unit 233, a group configuration unit 234, a point determination unit 235, and a reward granting unit 236. 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.
[0035] The display control unit 231 displays various information stored in the storage unit 22 or the storage unit 32 or screens including the information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 231 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, for example, and transmit the information.
[0036] The reception unit 232 receives various data as a reception step. For example, the reception unit 232 receives user account information, game data, input from the user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. In this embodiment, the various information received by the reception unit 232 is described as being stored in the storage unit 22. The game control unit 233 controls the progress of the game. In this embodiment, the game control unit 233 controls the progress of the game in which quests that can be cleared to earn points according to the play content are repeatedly played.
[0037] In a game controlled by the game control unit 233, an event may be held. In the event, a period and a predetermined goal are set, and participants in the event are provided with a reward according to the degree of achievement of the goal at the end of the period, for example. In this embodiment, the degree of achievement in the event is evaluated for each group to which multiple users belong. The group composition unit 234 functions as a composition unit that composes groups to which such multiple users belong. The group composition unit 234 composes a group including a main user and one or more sub-users matched with the main user.
[0038] The point determination unit 235 functions as a determination unit that determines group points associated with a group. In this embodiment, the group points are an index that indicates the degree of achievement of a goal set in an event. The point determination unit 235 determines the group points based on the results of games played individually by each user included in the group. The reward granting unit 236 grants rewards according to the group points to users belonging to the group.
[0039] 3. Operational flow of information processing system 1 3.1 Overview of Information Processing This section describes the flow of information processing executed by the above-mentioned information processing system 1. Below, the event-related processing executed when the above-mentioned event is held will be described.
[0040] Fig. 3 is an activity diagram showing an example of the flow of event-related processing. Fig. 3 shows information processing executed by the information processing device 2 and the game device 3. First, the information processing device 2 executes a start process for starting an event period by the game control unit 233 at A10. The game control unit 233 executes, as the start process, a process for storing a flag indicating that the event period is in progress in the storage means in association with the start date and time of the event.
[0041] Here, it is assumed that a user of the game device 3, i.e., a player of the game, performs an operation to start the game for the first time after the start of the event. The user is registered as a player of the game in the information processing device 2, and the game device 3 stores login information such as a registered user ID and password. In A11, the game device 3 accepts the game start operation and transmits the stored login information to the information processing device 2.
[0042] At A12, the information processing device 2, when the game control unit 233 authenticates the user based on the transmitted login information, determines whether the authenticated user has already started the event, i.e., whether the authenticated user is in a participating state in which the user has already participated in the event. Here, since the user starts the game for the first time after the event starts, the game control unit 233 determines that the authenticated user has not yet participated in the event, and accepts the start of the event for the user. The game control unit 233 accepts the start of the event, for example, by storing an event participation flag indicating that the user is in a participating state and the start date and time of participation in association with the authentication information.
[0043] When the information processing device 2 accepts the start of a user's event, the group forming unit 234 executes a process of forming a group with the user as a main user. First, in A13, the group forming unit 234 calculates the elapsed period from the start date and time of the event to the start date and time of the user's participation in the event. Next, in A14, the group forming unit 234 executes a matching process between the main user and sub-users belonging to the same group as the main user, using rules according to the calculated elapsed period. The rules according to the elapsed period will be explained in detail later.
[0044] In A15, the group forming unit 234 forms a group to which the main user and the sub-users matched by the matching process belong. The group forming unit 234 transmits group information indicating each user belonging to the formed group to the game device 3. The game device 3 displays the transmitted group information. By looking at the displayed group information, the user can know the other members of the group to which he or she belongs.
[0045] Fig. 4 is a diagram showing an example of displayed group information. In the example of Fig. 4, the game device 3 of user A displays, on the game screen G1, a group image C10 showing members of group A in which user A is the main user, character strings "Your group A has been decided" and "Earn group points and get rewards!", and an event start button B1. The group image C10 includes a main user image C11 showing user A who is the main user, and a sub-user screen C12 showing users B, C, and X who are sub-users.
[0046] Fig. 5 is a diagram showing another example of displayed group information. In the example of Fig. 5, the game device 3 of user B displays, on the game screen G2, a group image C20 showing members of group B in which user B is the main user, character strings "Your group B has been decided" and "Earn group points and get rewards!", and an event start button B1. The group image C20 includes a main user image C21 showing user B who is the main user, and a sub-user screen C22 showing users D, X, and Y who are sub-users.
[0047] 4 and 5, user B belongs to group A as a sub-user and belongs to group B as a main user. By viewing game screens G1 and G2 displayed on their game devices 3, users A and B can recognize the members of the group to which they belong as the main user and that an event in which they can earn a reward is about to begin.
[0048] When the event start button B1 is pressed, the screen is switched to a screen in which the user can play the game while participating in the event. In this embodiment, the user can repeatedly play the game to clear quests in the same way as in normal times, even while participating in the event.
[0049] At A21, the game device 3 accepts a game play operation and transmits operation data indicating the operation content to the information processing device 2. At A22, the information processing device 2 executes game processing in accordance with the operation content indicated by the transmitted operation data by the game control unit 233. The game progresses as A21 and A22 are repeatedly executed.
[0050] Next, in A23, the information processing device 2 accumulates the game results by the game control unit 233. In this embodiment, when a quest is cleared, the game control unit 233 accumulates the points scored at the time of clearing the quest as a game result in association with the user. The game control unit 233 accumulates not only the game results of the main user, but also the game results of the sub-users when the sub-users participate in an event and play a game.
[0051] In the information processing device 2, the point determination unit 235 determines the group points of the group based on the game results of the users belonging to the group thus accumulated, i.e., the main user and the sub-users, by using the point determination unit 235. The point determination unit 235 stores the determined group points in association with the group, the main user, and the sub-users. For example, when the main user performs an operation to display the group points, the point determination unit 235 displays the group points stored in association with the main user, so that the group points can be checked at any time.
[0052] Next, it is assumed that the game device 3 accepts, at A31, a game start operation by a user who is participating in the event. The game device 3 accepts the game start operation as in A11, and transmits the stored login information to the information processing device 2. The information processing device 2 determines, at A32, by the game control unit 233, whether or not the event is continuing. If the game control unit 233 determines that the event is continuing, it accepts the user's request to resume the event. The game control unit 233 accepts the event resumption by, for example, storing the event resumption date and time in association with the above-mentioned event participation flag and authentication information.
[0053] Next, in A41 and A42, similar to A21 and A22 described above, the game device 3 accepts game play operations and the game control unit 233 executes game processing, and the game progresses. Then, in A43, the game control unit 233 accumulates game results, similar to A23, and in A44, the point determination unit 235 determines group points, similar to A24. While the event is continuing, the processes from A31 to A44 are repeatedly executed, and group points are added up according to the user's play results.
[0054] When the event period has elapsed, in A32, the game control unit 233 determines that the event has ended. In this case, in A51, the information processing device 2 causes the reward granting unit 236 to determine a reward for the main user belonging to the group according to the group points determined for that group. The reward granting unit 236 transmits notification data notifying the content of the determined reward to the game device 3. In A52, the game device 3 displays the reward content indicated by the transmitted notification data. In addition, the reward granting unit 236 grants the determined reward to the main user in A53. The reward granting unit 236 grants a reward to the main user, for example, by executing a process of granting a reward usable in the game (such as in-game currency) to a character used by the main user.
[0055] In summary, the information processing system 1 includes the following components: The group forming unit 234 forms a group including a main user and one or more sub-users matched with the main user. The groups formed by the group forming unit 234 include a first group (group A shown in FIG. 4 in this embodiment) and a second group (group B shown in FIG. 5 in this embodiment). The first group includes a first user who is a main user (user A shown in FIG. 4 in this embodiment) and a second user who is a sub-user (user B shown in FIG. 5 in this embodiment). The second group (group B) includes a second user (user B) who is a main user, but does not include the first user (user A) as a sub-user.
[0056] The point determination unit 235 determines group points associated with a group based on the results of a game played individually by each user included in the group. The point determination unit 235 determines first group points associated with a first group (group A) based on the results of a game played by a first user (user A), for example. In addition, the point determination unit 235 determines second group points associated with a second group (group B) in which the second user (user B) is a main user based on the results of a game played by a second user (user B), and also determines first group points associated with a first group (group A) in which the second user (user B) is a sub-user.
[0057] According to this embodiment, the results of one's play affect the group points of the group to which one belongs, so it is possible to create an atmosphere of cooperative play with other users who belong to the same group. On the other hand, since sub-members of a group in which one is a main member each have their own group in which they are the main member and can earn group points there, they can play at ease without feeling excessive responsibility for increasing group points.
[0058] 3.2 Details of data processing The details of the information processing outlined above will now be described with reference to the drawings.
[0059] <Group composition> The rules for the matching process performed by the group forming unit 234 will be described with reference to FIGS. Fig. 6 is a diagram showing an example of users matched with user A. In the example of Fig. 6, the right-facing arrow indicates the flow of time, and shows the start date and time t10 of the event itself, the start date and time t11 of the event of user A, who is the main user, and the dates and times t12, t13, t14, t15, t16, and t17 of the last logins of users X, Y, C, Z, B, and E at the time when user A started the event. The start date and time t11 is the newest, followed by dates and times t12 and t13, which are the oldest dates and times, with date and time t17 being the oldest.
[0060] In the game provided by the information processing system 1, users can follow other users. When a user is followed, the game play status of the followed user can be displayed by a predetermined operation. Users B, C, and E are following users that User A follows in the game. Users X, Y, and Z are other users that User A does not follow in the game.
[0061] The start date and time t11 of user A to the event is a date and time included in the initial period T1 immediately following the start date and time t10 of the event. The initial period T1 is, for example, a fixed period indicating the beginning of the event. For users who have started the event in the initial period T1 in this way, the group configuration unit 234 executes a matching process according to the first rule described below. Note that, hereinafter, the date and time when the main user started the event is referred to as the "first participation date and time."
[0062] <Rule 1> (1) The number of people in a group is within the limit (4 people in this embodiment). (2) Select following users who have logged in within a specific period T11 from the first participation date and time (3) If (2) is more than the capacity, select the user whose login date and time is closest to the first participation date and time. (4) If the number of users in (2) is less than the capacity, select users who have logged in during the period T12 immediately preceding the first participation date and time in order of priority based on the predefined conditions (hereinafter referred to as the "selection conditions").
[0063] Since there are generally more other users than following users, the most recent period T12 is set to be shorter than the specific period T11. In addition, in (4) of the first rule, the group composition unit 234 determines that the higher the score obtained in the most recent quest, the more advantageous the selection condition is (this is referred to as "Condition 1"). In addition, when users are ranked based on achievements such as the number of cleared quests, the selection condition may include a condition that the rank is close to that of the main user (for example, only the same rank or the rank difference is one or less) (this is referred to as "Condition 2"). In addition, the selection condition may include a condition that the game progress (for example, the number of cleared quests, etc.) is close to that of the main user (this is referred to as "Condition 3"). Below, a case where Condition 1 is used as the selection condition in (4) of the first rule will be described.
[0064] Fig. 7 is a diagram showing an example of information about users who are candidates for matching. In the example of Fig. 7, various information about users A, B, C, E, X, Y, and Z is shown. The various information includes the score of the most recent quest, points at the start of the event, points when user A participates, the most recent login time when user A participates (login date and time of each user shown in Fig. 6), and points at the end of the event.
[0065] When user A is the main user, the group forming unit 234 first selects users B and C who have logged in during the specific period T11 shown in FIG. 6 from among users B, C, and E who are following users, according to (2) of the first rule. At the time of this selection, the group forming unit 234 selects the remaining user up to the maximum number of members, according to (4) of the first rule, because there are three members (users A, B, and C) in the group, which is less than the maximum number of members of four. Specifically, the group forming unit 234 selects user X, who has a high score (user X is 100 and user Y is 90) in the most recent quest, from among other users (users X and Y) who have logged in during the most recent period T12, as a user who satisfies the selection condition. In this way, when the main user is user A, the group forming unit 234 forms group A including users A, B, C, and X, as shown in FIG. 4.
[0066] Fig. 8 is a diagram showing an example of users matched with user B. The example in Fig. 8 shows the start date and time t10 of an event, the start date and time t21 of an event of user B, who is the main user, and the dates and times t22, t23, t24, t25, t26, and t27 of the last logins of users Z, D, X, Y, F, and G at the time when user B started the event. The start date and time t21 is the newest, followed by dates and times t22 and t23, which are the oldest dates and times, with date and time t27 being the oldest.
[0067] Users D, F, and G are following users that user B follows in the game. Users X, Y, and Z are other users that user B does not follow in the game. The event period is divided into an initial period T1 after the start of the event described in FIG. 6, a medium period T2 following the initial period T1, and a final period T3 after the medium period T2 and before the end of the event. The start date and time t21 (first participation date and time) of user B's event is included in the final period T3. For users who started the event in the medium period T2 and the final period T3, the group configuration unit 234 executes matching processing according to the second rule and the third rule described below, respectively.
[0068] <Rule 2> (1) The number of people in a group is within the limit (4 people in this embodiment). (2) Select following users who have logged in within a specific period T11 from the first participation date and time (3) If (2) is more than the capacity, select the user whose login date and time is closest to the first participation date and time. (4) If the number of participants in (2) is less than the capacity, a certain number of users will be selected from among those who have earned a total of P1 or more points in the event up until the date and time of their first participation, and from among the selected users, users will be selected in order of priority according to the certain conditions. (5) If (2) + (4) is less than the capacity, select users who have logged in during the period T12 immediately preceding the first participation date and time in order of priority based on the specified conditions.
[0069] <Third rule> (1) The number of people in a group is within the limit (4 people in this embodiment). (2) Select following users who have logged in within a specific period T11 from the first participation date and time (3) If (2) is more than the capacity, select the user whose login date and time is closest to the first participation date and time. (4) If the number of participants in (2) is less than the capacity, a certain number of users will be selected from among users whose total points earned by them in the event up to the time of their first participation is equal to or greater than P2 (P2>P1), and from among the selected users, users will be selected in order of priority according to the certain conditions. (5) If (2) + (4) is less than the capacity, select users who have logged in during the period T12 immediately preceding the first participation date and time in order of priority based on the specified conditions.
[0070] Fig. 9 is a diagram showing an example of information about matching candidate users. In the example of Fig. 9, various information about users B, D, F, G, X, Y, and Z is shown. The various information includes the score of the most recent quest, points at the start of the event, points when user B participates, the most recent login time when user B participates (login date and time of each user shown in Fig. 8), and points at the end of the event.
[0071] When user B is the main user, the group forming unit 234 first selects user D, who has logged in during the specific period T11 shown in FIG. 8, from among users D, F, and G who are following users, in accordance with (2) of the third rule. Since the number of group members at the time of this selection is two (users B and D), which is less than the maximum number of four, the group forming unit 234 selects the remaining two users in accordance with (4) of the third rule. Specifically, the group forming unit 234 selects a predetermined number of users from among users whose total score acquired individually in the event by the time of user B's first participation is equal to or greater than score P2.
[0072] In the example of FIG. 9, for example, if the score P2 is 500 points, the individual scores of other users X, Y, and Z who are not followed by user B are 700 points, 750 points, and 600 points, respectively, so all users X, Y, and Z are selected. Then, the group forming unit 234 selects users X and Y who have high scores (user X: 120, user Y: 105, and user Z: 70) in the most recent quest among users X, Y, and Z as users who satisfy the selection condition. In this way, when the main user is user B, the group forming unit 234 forms group B including users B, D, X, and Y as shown in FIG. 5.
[0073] As described above, in (4) of the second and third rules, unlike the first rule, the group forming unit 234 selects a user who has personally earned the greatest total number of points in the event, regardless of the time of their most recent login. In this way, the group forming unit 234 forms a group by matching sub-users based on the main user starting a game, and determines the rule for matching sub-users based on the timing at which the main user started a game.
[0074] Furthermore, the group forming unit 234 determines as a sub-user a user who has a better game result the shorter the remaining period of the game period at the timing when the main user starts the game, by making the score P2 used in the third rule larger than the score P1 used in the second rule. When a user who has a large total of points acquired individually in the event, that is, a heavy user who actively participates in the event, is added to a group, the group points that can be expected to be acquired in the remaining event period are large. In addition, in the case of this embodiment, the group points at the time of forming a group are also large, as described later.
[0075] In this manner, according to the above embodiment, it is possible to adjust the advantages and disadvantages based on the time of participation, and specifically, it is possible to make it easier to earn group points even if one first joins late.
[0076] <Group point determination> The point determination unit 235 determines group points based on the game results during the event period of the main user and sub-users who belong to the group configured as described above. More specifically, in this embodiment, the point determination unit 235 determines group points based on the game results of the main user, as well as the game results of the sub-users before the main user started the game (i.e., the first participation date and time) and the game results of the sub-users after the main user started the game.
[0077] In the example of Fig. 7, the point determination unit 235 calculates the group points for group A by adding the personal points (100 points) of the sub-user (user X) at the first participation of user A, the main user. Also, in the example of Fig. 9, the point determination unit 235 calculates the group points for group B by adding the personal points (700 points, 750 points) of the sub-users (users X and Y) at the first participation of user B, the main user. In this way, by making it possible to piggyback on the game results of the sub-users in the event before the main user's participation, it is possible to promote participation in the game even at the end of the event period.
[0078] <Granting rewards> The reward granting unit 236 determines a reward for the main user according to the group points determined as described above. More specifically, in this embodiment, the reward granting unit 236 functions as a first granting unit that grants a reward according to the group points to the main user included in the group associated with the group points, but does not grant the reward to the sub-users.
[0079] FIG. 10 is a diagram showing an example of group points at the end of an event. In the example of FIG. 10, it is shown that the points at the end of the event of group A (the main user is user A, and the sub users are users B, C, and X) are 1400 points, and the points at the end of the event of group B (the main user is user B, and the sub users are users D, X, and Y) are 1950 points. In this embodiment, the reward granting unit 236 grants a reward corresponding to the group points of group A, which is 1400 points, to user A, who is the main user, but does not grant it to users B, C, and X, who are sub users. In addition, in this embodiment, the reward granting unit 236 grants a reward corresponding to the group points of group B, which is 1950 points, to user B, who is the main user, but does not grant it to users D, X, and Y, who are sub users.
[0080] Fig. 11 is a diagram showing an example of a notification of a reward to a user. In the example of Fig. 11, the game device 3 displays a game screen G3 notifying a reward to user A who is a main user of group A. The game screen G3 displays character strings "The event has ended!" and "Congratulations on winning the reward!" and a reward image C30. The reward image C30 includes a main user image C31 showing user A who is the main user, a point image C32 showing group points (1400 points) of group A, and a reward image C33 showing a reward (280 gems) for user A.
[0081] Fig. 12 is a diagram showing another example of a reward notification to a user. In the example of Fig. 12, the game device 3 displays a game screen G4 notifying a reward to user B, who is a main user of group B. The game screen G4 displays the same character string as in the game screen G3 and a reward image C40. The reward image C40 includes a main user image C41 indicating user B, who is the main user, a point image C42 indicating group points (1950 points) of group B, and a reward image C43 indicating a reward (390 gems) to user B.
[0082] In the examples of Figures 11 and 12, the reward granting unit 236 grants to the main user an amount of in-game currency (gems in Figure 11, etc.) equal to a certain percentage of the group points (5% in Figure 11, etc.) as a reward (1,400 points x 5% = 280 pieces if the main user is user A, and 1,950 points x 5% = 390 pieces if the main user is user B).
[0083] As described above, a user who participates in an event can create an atmosphere of cooperative play with other users by having their game results reflected in group points. On the other hand, since the sub-user is not given any rewards for the group to which he or she belongs as a sub-user, the sub-user does not need to be overly conscious of contributing to the group points of the group. Thus, according to this embodiment, the sub-user can play more casually than if the sub-user were also given a reward according to the group points.
[0084] [others] The information processing method according to the above embodiment may be modified as follows.
[0085] <Granting rewards> In the embodiment, the reward granting unit 236 does not grant a reward according to group points to the sub-user, but may function as a second granting unit that also grants a reward to the sub-user. For example, the reward granting unit 236 grants the same reward as that granted to the main user to the sub-user belonging to the same group as the main user. Furthermore, the reward granting unit 236 may grant a reward different from that granted to the main user to the sub-user belonging to the same group as the main user.
[0086] For example, the reward granting unit 236 may grant a reward based on group points to a main user who is included in a group associated with the group points, and grant a reward to a sub-user based on the sub-user's contribution to the group points based on the game results.
[0087] Fig. 13 is a diagram showing an example of the contribution of sub-users. Fig. 13 shows the contribution of each sub-user (users B, C, and X) to group points of 1400 points for group A. Each contribution is shown as a ratio of the individual points the sub-user acquired during the event to the group points. User B has an individual point of 50 points, so his contribution is 50÷1400=3.6%, User C has an individual point of 250 points, so his contribution is 250÷1400=17.9%, and User X has an individual point of 800 points, so his contribution is 800÷1400=57.1%.
[0088] The reward granting unit 236 grants the above-mentioned proportion of the 280 gems that are the reward for the main user as a reward to the sub-users, for example. In other words, the reward granting unit 236 grants 280 gems x 3.6% = 10 gems to user B, 280 gems x 17.9% = 50 gems to user C, and 280 gems x 57.1% = 160 gems to user B. Note that this method does not exclude the contribution of the main user, so that the sub-users receive less reward in a group in which the main user was active. Therefore, the reward granting unit 236 may grant rewards according to a proportion that compares only the contribution of the sub-users excluding the contribution of the main user, so that the total reward for the sub-users is equal to the reward for the main user.
[0089] The contribution level may not be expressed by the ratio. For example, the contribution level may be expressed according to the absolute value of the individual score (less than 500 points is a "low" contribution level, 500 points or more is a "medium" contribution level, 1000 points or more is a "high" contribution level, etc.). In addition, some users may belong to many groups and contribute to the rewards in each group. In this case, the reward granting unit 236 may grant the sub-user a reward according to the contribution level (for example, an amount of in-game currency obtained by multiplying the contribution level by a predetermined coefficient) by taking the number of groups to which the sub-user belongs as the contribution level. In addition, the reward granting unit 236 may grant a reward according to the overall contribution level, which is a combination of the number of groups to which the sub-user belongs and the contribution level in each group. According to such an embodiment, the sub-user can also receive a reward, so that the motivation to earn points (individual score) can be increased compared to a case in which the sub-user is not granted a reward.
[0090] <Group point determination> In the embodiment, the point determination unit 235 determines the group points based on the results of games played by sub-users before the main user's first participation date and time, but the group points may be determined not based on the results of these games, but only based on the results of games played by sub-users after the main user's first participation date and time. In this case, it is possible to eliminate a sense of unfairness between users who participate in the event from the beginning and users who join towards the end.
[0091] Furthermore, when determining group points based on game results in a first period and a second period following the first period, the point determination unit 235 may determine the group points so as to favor group points based on game results in the first period. For example, the point determination unit 235 determines group points by setting the initial period T1 shown in Fig. 8 as the first period, and the middle period T2 and the final period T3 as the second periods.
[0092] In this case, the point determination unit 235 determines, for example, the group points to be the sum of the score obtained by multiplying the individual score in the initial period T1 by N (N>1) and the individual scores in the intermediate period T2 and the final period T3. The first and second periods are not limited to the above periods. The initial period T1 and the intermediate period T2 may be the first period, and the final period T3 may be the second period, or, for example, the initial period T1, the intermediate period T2, and the final period T3 may each be further divided into two periods, and these periods may be the first period and the subsequent second period. Furthermore, periods different from the initial period T1, the intermediate period T2, and the final period T3 may be the first period and the second period. In either case, the point determination unit 235 may determine the group points so as to favor the group points based on the game results in the first period over the second period.
[0093] Moreover, the method of preferentially treating game results is not limited to this. The point determination unit 235 may correct the individual score in the first period to a larger value by multiplying it by N1 (1 < N1), or may correct the individual score in the second period to a smaller value by multiplying it by N2 (0 < N2 < 1). Further, the point determination unit 235 may determine two types of points with different rewards as group points. For example, the point determination unit 235 determines the first group point based on the result of the game in the first period and determines the second group point based on the result of the game in the second period. For example, the first group point may be such that 10% of the virtual currency in the game corresponding to that point is given as a reward, and the second group point may be such that 5% of the virtual currency in the game corresponding to that point is given as a reward. In this way, the group points in the first period may be made to preferentially treat the rewards given.
[0094] Also, the point determination unit 235 may determine the first point based on the individual score of only the main user and determine the second point based on the individual scores of all the users in the group. In that case, the reward giving unit 236 gives the main user a reward corresponding to the first point (individual prize) and a reward corresponding to the second point (group prize). In this case, for example, a user who newly joins in the final period T3 can aim for a high-level group prize because they can add the individual scores of the sub-users, but it is difficult to aim for a high-level individual prize with only their own individual score. Therefore, to aim for a high-level individual prize, it is necessary to participate from the initial stage of the event. By preferentially treating points as described above, it is possible to promote play in a specific period, that is, the first period.
[0095] <Change of User> The user belonging to the group may be changed during the event. FIG. 14 is a block diagram showing another example of the functional configuration of the information processing apparatus 2. In FIG. 14, the control unit 23 includes a user change unit 237 in addition to each unit shown in FIG. 2. The user change unit 237 functions as a change unit that changes the users included in the group based on the group points during the period when the game is held. Hereinafter, the timing during the event when the user is changed is referred to as "change timing". The change timing is, for example, the timing when the event enters the final period T3 shown in FIG. 8.
[0096] The user change unit 237 determines, for example, a user with a better game result as the sub-user as the contribution degree of the main user to the group points at the change timing is higher. The user change unit 237 determines the sub-user using, for example, a sub-user table in which the range of the contribution degree of the main user and the range of the personal score of the sub-user are associated with each other.
[0097] FIG. 15 is a diagram showing an example of the sub-user table. In FIG. 15, the range of the contribution degree of the main user, such as "less than Th1", "equal to or greater than Th1 and less than Th2", and "equal to or greater than Th2" (Th1 < Th2), and the range of the personal score of the sub-user, such as "equal to or greater than PT1", "equal to or greater than PT2", and "equal to or greater than PT3", are associated with each other. The user change unit 237, for example, when the event reaches the change timing, if the contribution degree of the main user to the group points is equal to or greater than Th2, selects a sub-user from the users with a personal score equal to or greater than PT3 and adds the sub-user to the group. As a result, a user with a higher personal score is more likely to be selected as the sub-user as the contribution degree of the main user is higher.
[0098] Fig. 16 is a diagram showing an example of group change. Fig. 16 shows the individual scores, group points, and contribution of group H, in which the main user is user H and the sub-users are users J, K, and X. In Fig. 16(a), the contribution of user H is 47.3% and the group points are 1480 points. In this case, the user change unit 237 selects the sub-user to be changed (user W with an individual score of 650 points in the example of Fig. 16) according to, for example, (4) of the third rule described above.
[0099] For example, as shown in FIG. 16(a), the user change unit 237 adds user W to group H in place of user J (contribution rate 2.0%) who has the lowest degree of contribution. In that case, the group points increase from 1480 points to 2100 points as shown in FIG. 16(a). In addition, the user change unit 237 may increase the group capacity by one person and add user W to group H as shown in FIG. 16(b). In that case, the group points increase from 1480 points to 2130 points as shown in FIG. 16(b). By setting the degree of contribution of the main user as a condition for changing the sub-user in this way, the main user can increase his / her expectation of a reward through his / her personal efforts, even if a sub-user who has poor game results in an event is in the same group.
[0100] The degree of contribution may be represented by, for example, the individual score itself as in the above example. The number of sub-users to be changed is not limited to one, and may be two or more. The user change unit 237 may change the sub-user not based on the degree of contribution of the main user, but for example, when the individual score of the main user is greater than a predetermined score or when the group points are less than a predetermined point. The user change unit 237 may set a condition for changing the sub-user as being that the main user first participated in an event at a predetermined time (for example, the initial period T1 shown in FIG. 8). In either case, by changing the sub-user, it is possible to increase the expectation of a reward even if the sub-user belongs to a group with poor game results.
[0101] <Matching rule> The rules for matching the main user and the sub-user are not limited to those described in FIG. 6 and the like. For example, the above rules may have different capacities, or the capacity may vary according to the participation time or the like. In that case, the group configuration unit 234 forms a group in which the capacity is larger and the group points are more likely to increase as the event approaches, assuming that the capacities are N4 people, N5 people, and N6 people (N4 < N5 < N6) when the main user first participates in the initial period T1, the middle period T2, and the final period T3, respectively.
[0102] In addition, the group configuration unit 234 may select sub-users from all follow users or other users regardless of the specific period or the most recent period, or may select sub-users according to the same rules regardless of whether they are follow users or other users. Further, the group configuration unit 234 may select sub-users according to, for example, the game results (personal scores, etc.) at the time of the main user's first participation regardless of the login date and time. Further, the group configuration unit 234 may use the above-described selection conditions (conditions 1, 2, and 3) individually or in combination. Further, as conditions other than conditions 1, 2, and 3, the group configuration unit 234 may use, for example, the play time and the number of plays of the game as selection conditions.
[0103] <Others> The group may be called by other names such as a team, a party, a group of friends, or a troop. Further, the game is not limited to the type of game in which the above-described quests are cleared, and may be a battle type, a type in which the story branches, or the like. Further, the genre of the game may also be an action game, a puzzle game, a role-playing game, a simulation game, an adventure game, a shooting game, a racing game, a music game, or the like. Further, the reward is not limited to in-game currency. For example, a specific item, a specific character, the release of a specific quest, or the progress of a specific game may be given as a reward.
[0104] Furthermore, the game result is not limited to individual points. For example, the game result may be the play time, the number of plays, or the number of quests cleared. In addition, in a game in which a player defeats monsters and collects items, the game result may be the number of monsters defeated, the number of monsters of a predetermined level or higher defeated, or the number of predetermined items collected. In short, the game result may be, for example, a result that indicates the degree of progress in the game, or a result that indicates the strength of the player character regardless of the progress in the game.
[0105] Also, for example, the information processing device 2 may be distributed to two or more devices, or may be replaced by a cloud computing system. Also, the functional configurations shown in Figs. 2 and 14 are examples, and are not limited to these. For example, the functions of the information processing device 2 may be distributed and realized to two or more devices. Also, an operation performed by one function may be distributed to two or more functions, or two or more functions may be integrated into one function. In short, as long as each function shown in Fig. 2 is realized by the entire information processing system 1, the devices that realize those functions may have any configuration.
[0106] The aspects of the above-mentioned embodiment are an information processing device such as the information processing device 2, and an information processing system such as the information processing system 1 including the information processing device 2, but may also be an information processing method. The information processing method includes each processing step executed by the information processing system. Also, the aspects of the above-mentioned embodiment may be a program. The program causes a computer to execute each step of the information processing system.
[0107] Furthermore, it may be provided in the following aspects:
[0108] (1) An information processing system, comprising: a configuration step of configuring a group including a main user and one or more sub-users matched to the main user; wherein the group includes a first group and a second group, the first group including a first user who is the main user and a second user who is the sub-user, and the second group including the second user who is the main user while the first user is not included in the sub-users; and a determination step of determining group points associated with the group based on results of a game played individually by each user included in the group; determining first group points associated with the first group based on the results of the game of the first user; and determining the first group points and second group points associated with the second group based on the results of the game of the second user.
[0109] According to this embodiment, it is possible to allow players to play in a relaxed manner while creating an atmosphere of cooperative play.
[0110] (2) In the information processing system described in (1) above, in the first granting step, a reward corresponding to the group points is granted to the main user included in the group associated with the group points, but is not granted to the sub-user.
[0111] According to this embodiment, the second user can play more comfortably.
[0112] (3) In the information processing system described in (1) above, in the second granting step, a reward corresponding to the group points is granted to the main user included in the group associated with the group points, and a reward is granted to the sub-user according to the sub-user's contribution to the group points based on the result of the game.
[0113] According to this embodiment, it is possible to increase the motivation to earn points.
[0114] (4) In the information processing system described in any one of (1) to (3) above, in the determination step, the group points are determined based on the results of the game in a first period and a second period following the first period, and the group points are determined so as to favor the group points based on the results of the game in the first period.
[0115] According to this embodiment, it is possible to promote play during a specific period of time.
[0116] (5) In the information processing system described in any one of (1) to (4) above, in the configuration step, the group is configured by matching the sub-users based on the main user starting the game, and a rule for matching the sub-users is determined based on the timing when the main user starts the game.
[0117] According to this embodiment, it is possible to adjust the advantages and disadvantages of participation timing.
[0118] (6) In the information processing system described in (5) above, in the configuration step, the shorter the remaining period of the game at the time the main user starts the game, the better the results of the game that user has been determined to be the sub-user.
[0119] According to this embodiment, it is possible to easily earn group points even if the first participation is late.
[0120] (7) In the information processing system described in (6) above, in the determination step, the group points are determined based on a result of the game played by the sub-user before the main user starts the game and a result of the game played by the sub-user after the main user starts the game.
[0121] According to this embodiment, participation in the game can be promoted even at the end of the predetermined period.
[0122] (8) In the information processing system described in any one of (1) to (7) above, the change step changes the sub-users included in the group based on the group points during the period in which the game is held.
[0123] According to this embodiment, it is possible to increase the expectation of a reward even if the player belongs to a group that has poor game results.
[0124] (9) In the information processing system described in (8) above, in the change step, the higher the main user's contribution to the group points, the more the sub-user is determined to be a user who has better results in the game.
[0125] According to this embodiment, it is possible to increase the expectation of a reward based on the efforts of an individual.
[0126] (10) An information processing device configured to execute each step of the information processing system according to any one of (1) to (9) above.
[0127] (11) A program that causes a computer to execute each step of the information processing system described in any one of (1) to (9) above. Of course, this is not the case.
[0128] 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]
[0129] 1: Information processing system 2: Information processing equipment 3: Game device 23: Control section 33: Control section 231: Display control unit 232: Reception 233: Game control unit 234: Group Composition Section 235: Point determination section 236: Reward Department 237: User Modification Section
Claims
[Claim 1] An information processing system, In the configuration step, a group is configured including a main user and one or more sub-users matched to the main user, wherein the group includes a first group and a second group, the first group includes a first user who is the main user and a second user who is the sub-user, the second group includes the second user who is the main user, while the first user is not included in the sub-users; In the determination step, group points associated with the group are determined based on the results of games played individually by each user included in the group, first group points associated with the first group are determined based on the results of the game of the first user, and the first group points and second group points associated with the second group are determined based on the results of the game of the second user.
Citation Information
Patent Citations
Game system, game control device, and program
JP2017006280A
Game control device, game system, and program
JP2019030699A
Program, computer system, and game system
JP2019213709A
Information processing device, game program, and information processing method
JP2021023476A
Game machine, game system used therein, computer program, and control method
JP7079039B1