Information processing system, game program, information processing device, and game processing method

The information processing system enhances game strategy in multi-player games by allowing players to update parameters based on unit area changes, both from their own and other players' actions, thus addressing the issue of independent event point acquisition and improving game dynamics.

JP2025038736APending Publication Date: 2025-03-19NINTENDO CO LTD
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Patent Information

Application Number
JP2023145522
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-07
Publication Date
2025-03-19

AI Technical Summary

Technical Problem

In games played by multiple players, the independent acquisition of event points leads to a lack of strategic consideration for other players' point acquisition, resulting in poor game strategy and potential stagnation.

Method used

An information processing system that includes character moving, action execution, status change, and parameter update mechanisms, allowing players to update parameters based on unit area changes caused by their actions and those of other players, thereby enhancing game strategy.

Benefits of technology

The system improves game strategy by encouraging players to consider the impact of their actions on others, preventing game stagnation and enhancing player motivation through dynamic parameter updates.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance strategic characteristics in a game.SOLUTION: An information processing system moves a player character on the basis of a player's operation input in a virtual game space in which multiple unit areas are set. The information processing system changes the state of a unit area in which a first state is set to a second state, among unit areas specified by a predetermined action by the player character. The information processing system updates a first parameter associated with the player on the basis of the number of unit areas changed from the first state to the second state. The information processing system updates a second parameter, on the basis of the number of unit areas changed from the first state to the second state, on the basis of either a predetermined action by the player character or a predetermined action by another player character corresponding to another player different from the player.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to an information processing system, a game program, an information processing device, and a game processing method for executing a game played by a plurality of players. [Background technology]

[0002] Conventionally, in games played by multiple players, event points are awarded to players playing an event game, and the outcome of the game between teams is determined based on the total points obtained by adding up the event points of players belonging to the same team (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-23476 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above game, since event points are awarded independently to each player, for example, the acquisition of event points by one player does not make it difficult for other players to acquire event points. Therefore, there is no need to take into account the acquisition of event points by other players as you proceed through the game, which may result in a lack of strategy in acquiring event points.

[0005] Therefore, an object of the present invention is to provide an information processing system, a game program, an information processing device, and a game processing method that can improve the strategic nature of a game. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (19).

[0007] (1) One example of the present invention is an information processing system including a character moving means, an action executing means, a state changing means, a first parameter updating means, a second parameter updating means, a first process executing means, and a second process executing means. The character moving means moves a player character corresponding to a player based on an operation input by the player in a virtual game space in which a plurality of unit areas are set, each of which is set to one of a first state and a second state. The action executing means causes the player character to execute a predetermined action based on the operation input by the player. The state changing means changes, based on the predetermined action, a state of a unit area in which the first state is set, among the unit areas specified by the predetermined action, to a second state. The first parameter updating means updates a first parameter associated with the player based on the number of unit areas changed from the first state to the second state based on the predetermined action by the player character corresponding to the player. The second parameter update means updates the second parameter based on the number of unit areas changed from the first state to the second state based on either a predetermined action by the player character or a predetermined action by another player character corresponding to another player different from the player. The first process execution means executes a first process based on the first parameter. The second process execution means executes a second process based on the second parameter.

[0008] According to the above configuration (1), the player aims to update the first parameter while taking into consideration changes to the state of the unit area made by other players, thereby improving the strategic nature of the game.

[0009] (2) In the above configuration (1), the first process may be a process of granting a first reward to the player based on a value of the first parameter.

[0010] According to the above configuration (2), by providing the first reward, it is possible to motivate the player to progress through the game by changing the state of the unit area.

[0011] (3) In the above configuration (2), the first process execution means may grant the player a right to acquire a predetermined item, as the first reward.

[0012] According to the above feature (3), it is possible to provide the player with an incentive to progress in the game.

[0013] (4) In the above configuration (3), the first process executing means may grant rights to the player such that, when the value of the first parameter is large, more types of rights are granted to the player than when the value of the first parameter is small.

[0014] The above feature (4) can provide the player with a stronger motivation to progress through the game.

[0015] (5) In any of the configurations (1) to (4) above, the game space may include a plurality of sections. The sections may include a plurality of unit areas. A second parameter may be associated with each section. The second parameter update means may update the second parameter associated with a section including a unit area that has been changed from the first state to the second state.

[0016] According to the above configuration (5), the second parameter can be set for each section.

[0017] (6) In the above configuration (5), the information processing system may further include a third process execution means for executing a third process related to the section based on an operation input by a player. The second process may be a process for restricting the execution of the third process related to the section associated with the second parameter when the second parameter does not satisfy the cancellation condition, and for lifting the restriction on the execution of the third process when the second parameter satisfies the cancellation condition.

[0018] According to the above feature (6), by changing the state of the unit area, it is possible to motivate the player to progress through the game.

[0019] (7) In the above configuration (6), the third process may be a process of moving the player character to another section adjacent to the section. The second process may be a process of lifting a restriction on the execution of the third process of moving the player character to a section adjacent to the section associated with the second parameter, based on the second parameter.

[0020] According to the above feature (7), a player who wishes to move the player character to another section can be motivated to progress in the game.

[0021] (8) In the above configuration (7), the second process execution means may, when the second parameter satisfies the release condition, change a unit area of ​​the first state included in a partition associated with the second parameter to the second state.

[0022] The above configuration (8) can reduce the possibility that the game will not progress smoothly in a situation where the number of unit areas in the second state in a section increases.

[0023] (9) In the above configuration (8), the release condition may be that the second parameter reaches a value when half or more of the unit areas included in the partition are in the second state.

[0024] According to the above configuration (9), it is possible to reduce the possibility that the game will not progress smoothly.

[0025] (10) In any of the configurations (5) to (9) above, the first parameter update means may update the first parameter so as to increase it based on the number of changed unit areas in response to the unit area being changed from the first state to the second state based on a predetermined action. The first process execution means may execute the first process when the first parameter reaches a predetermined value. The first parameter update means may increase the amount of increase in the first parameter, which is increased in response to the unit area being changed from the first state to the second state, in a case where there are many unit areas in the second state in the partition compared to a case where there are few unit areas in the second state in the partition.

[0026] According to the above feature (10), in a situation where the number of unit areas in the second state in the section increases, it is possible to provide the player with a stronger motivation to progress in the game.

[0027] (11) In any of the configurations (5) to (10) above, the second parameter update means may update the second parameter so as to increase it based on the number of changed unit areas in response to the unit area being changed from the first state to the second state based on a predetermined action. The second process execution means may execute the second process when the second parameter reaches a predetermined value. The second parameter update means may increase the amount of increase in the second parameter, which is increased in response to the unit area being changed from the first state to the second state, in a case where there are many unit areas in the second state in the partition compared to a case where there are few unit areas in the second state in the partition.

[0028] According to the above feature (11), in a situation where the number of unit areas in the second state in the section increases, it is possible to provide the player with a stronger motivation to progress in the game.

[0029] (12) In any one of the above configurations (1) to (11), the state changing means may irreversibly change the state of the unit area in which the first state is set to the second state.

[0030] According to the above configuration (12), it is possible to reduce the risk of a situation in which the number of unit areas in the second state does not increase and the game does not progress.

[0031] (13) In any of the above configurations (1) to (12), the first parameter update means may further update the first parameter associated with a player when a unit area located within a predetermined range based on a player character corresponding to the player is changed from a first state to a second state based on a predetermined action by another player character.

[0032] According to the above configuration (13), it is possible to increase the opportunities to update the first parameter, thereby providing each player with an incentive to progress in the game.

[0033] (14) In the above configuration (13), the first parameter update means may, when unit areas located within a predetermined range based on a player character corresponding to a player are changed from a first state to a second state based on a predetermined action by another player character, update the first parameter associated with the player based on the number of changed unit areas.

[0034] According to the above configuration (14), it is possible to reduce the possibility that the player will feel that the update of the first parameter is unfair.

[0035] (15) In any of the configurations (1) to (14) above, the information processing system may further include an image control means for displaying, in response to a change of the unit areas from a first state to a second state, a number of images corresponding to the number of changed unit areas, the images moving from positions corresponding to the unit areas towards the player character.

[0036] According to the above configuration (15), it is possible to notify the player of the number of unit areas that have entered the second state in an easily understandable manner, and to notify the player of the player character whose first parameter will be updated.

[0037] (16) In any of the configurations (1) to (15) above, the information processing system may further include a presentation means for presenting, when a presentation condition related to the second parameter is satisfied as a result of updating the second parameter, information related to the player corresponding to the player character that performed the specified action that caused the update to other players.

[0038] According to the above feature (16), by changing the state of the unit area, it is possible to motivate the player to progress in the game.

[0039] (17) In any of the above configurations (1) to (16), the information processing system may further include a reward granting means for granting a second reward to a player corresponding to a player character that performed a specified action that caused the update of the second parameter when the granting condition for the second parameter is satisfied due to the update of the second parameter.

[0040] According to the above feature (17), by changing the state of the unit area, it is possible to motivate the player to progress through the game.

[0041] (18) In any of the configurations (1) to (17) above, the state change means may restrict the state of a unit area specified by a specified action from being changed to the second state when the unit area is located within a range based on the position of a first object.

[0042] According to the above configuration (18), the strategic nature of the game can be improved.

[0043] (19) In any of the above configurations (1) to (18), the predetermined action may be an action of the player character placing a second object in the unit area. The state changing means may change the unit areas within a predetermined range including the unit area in which the second object is placed to the second state.

[0044] According to the above configuration (19), the unit area is expanded by the action of placing an object. Since the state is changed to the second state, the player can easily recognize the position where the action was performed.

[0045] Another example of the present invention may be an information processing device having the configurations in (1) to (19) above. Also, another example of the present invention may be a game program that causes a computer of the information processing device to execute the processes in (1) to (19) above. Also, another example of the present invention may be an information processing method that executes the processes in (1) to (19) above. Effect of the Invention

[0046] According to the above-described information processing system, game program, information processing device, and game processing method, the strategic nature of the game can be improved. [Brief description of the drawings]

[0047] [Figure 1] A diagram showing an example of a state in which a left controller and a right controller are attached to a main unit. [Diagram 2]A diagram showing an example of the state when the left controller and the right controller are removed from the main unit. [Diagram 3] Six-sided views showing an example of a main unit [Figure 4] Six-sided diagram showing an example of the left controller [Diagram 5] Six-sided diagram showing an example of the right controller [Figure 6] FIG. 1 is a block diagram showing an example of the internal configuration of a main unit. [Figure 7] A block diagram showing an example of the internal configuration of the main unit, the left controller, and the right controller. [Figure 8] FIG. 2 is a block diagram showing an example of a configuration in which the game system shown in FIG. 1 is communicably connected to a server. [Figure 9] A block diagram showing an example of a server configuration. [Figure 10] FIG. 13 is a diagram showing an example of a game image displayed in the game system according to the present embodiment. [Figure 11] FIG. 13 is a diagram showing an example of a state in which a player character places an antenna object on a game field. [Figure 12] FIG. 1 is a diagram showing an example of a game field divided into multiple sections. [Figure 13] A diagram showing an example of the development status of one section [Figure 14] FIG. 13 is a diagram showing an example of a game image after an antenna object has been placed. [Figure 15] FIG. 13 is a diagram showing an example of various data stored in the game system; [Figure 16] A flowchart showing an example of the flow of terminal processing executed by the game system. [Figure 17] A sub-flowchart showing an example of a detailed flow of the player-related control process in step S2 shown in FIG. 16. [Figure 18] A flowchart showing an example of the flow of a server process executed by a server. [Figure 19] A sub-flowchart showing an example of a detailed flow of the reclamation value process in step S58 shown in FIG. 18. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0048] [1. Game system configuration] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0049] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0050] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0051] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0052] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0053] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0054] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0055] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0056] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0057] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0058] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0059] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0060] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. 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). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0061] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0062] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0063] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0064] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0065] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0066] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-85, 87, 88, 91, 97, and 98 shown in Fig. 6. Some of these components 81-85, 87, 88, 91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0067] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, 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 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0068] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0069] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0070] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0071] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0072] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0073] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0074] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0075] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0076] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0077] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0078] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0079] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0080] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0081] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0082] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0083] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0084] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0085] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0086] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0087] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0088] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0089] [2. Information Processing System Configuration] Fig. 8 is a block diagram showing an example of a configuration of an information processing system including the game system 1 shown in Fig. 1. As shown in Fig. 8, the information processing system in this embodiment is the above-mentioned game system 1, and includes a plurality of game systems (only one game system 1 is illustrated in Fig. 8) used by different users. Note that the above-mentioned plurality of game systems included in the information processing system may include an information processing device of a different type from the game system 1.

[0090] 8, the information processing system includes a server 201 capable of communicating with each game system. In this embodiment, the game system 1 and the server 201 can be connected to a network 202 such as the Internet and / or a mobile communication network. The game system 1 and the server 201 can communicate with each other via the network 202. In addition, each game system can communicate with each other via the network 202.

[0091] Here, in this specification, "server" refers not only to one information processing device (i.e., server device), but also to the entire group of server devices (i.e., server system) when the functions of the server are realized by multiple server devices. In other words, "server" may refer to either a server device or a server system. Note that when a server system includes multiple information processing devices, the information processing devices may be located in the same place or in different places. Note that the hardware configuration of server 201 in this embodiment may be similar to the hardware configuration for a conventional server.

[0092] FIG. 9 is a block diagram showing an example of the configuration of the server 201. Each component of the server 201 shown in FIG. 9 is realized by one or more information processing devices. As shown in FIG. 9, the server 201 includes a processing unit 211 and a storage unit 212. The processing unit 211 is electrically connected to each unit 212 to 215 of the server 201. The processing unit 211 has a CPU (Central Processing Unit, in other words, a processor) and a memory. In the server 201, the CPU uses the memory to execute a program stored in the storage unit 212, thereby executing various information processing. The storage unit 212 is any storage device (also called a storage medium) accessible by the processing unit 211. The storage unit 212 stores the program executed in the processing unit 211, data used in the information processing by the processing unit 211, data obtained by the information processing, and the like. In this embodiment, the storage unit 212 stores at least a program for game processing executed on the server side for game processing executed in the game system 1.

[0093] The server 201 includes a communication unit 213. The communication unit 213 has a function of connecting to the network 202 and communicating with other devices (e.g., the game system 1) via the network 202. The processing unit 211 uses the communication unit 213 to transmit information to the other devices and receive information from the other devices. The server 201 also includes an input unit 214 and a display unit 215 as an input / output interface.

[0094] [3. Overview of processing in information processing systems] An overview of game processing executed in the information processing system will be described below. In this embodiment, the information processing system executes game processing for a game in which a plurality of players (in other words, users) operate their respective player characters in a virtual game space. In this embodiment, the game is a game in which a game field is developed in the game space. Each player operates a player character to play the game with one of the objectives being to increase the area developed in the game field.

[0095] Fig. 10 is a diagram showing an example of a game image displayed in the information processing system in this embodiment. As shown in Fig. 10, the game system 1 displays on the display 12 a game image showing a game field in which a player character 301 is placed. For example, the game system 1 generates a game image so as to include the player character 301 operated by the player of the game system 1. Note that, as shown in Fig. 10, in addition to the player character 301, other player characters operated by other players (other player characters 302 and 303 in the example shown in Fig. 10) may be displayed in the game image.

[0096] In this embodiment, the game field is composed of a plurality of unit areas. For example, the unit areas are areas obtained by dividing the game field into a square grid when viewed vertically (see FIG. 13 described later). Specifically, when the x-axis and z-axis are set parallel to the horizontal direction in the game field and the y-axis is set parallel to the vertical direction, a unit area is an area divided into a grid by a plurality of planes parallel to the xy plane and a plurality of planes parallel to the yz plane. Note that each unit area has the same size. As described above, the game field is configured such that the unit areas are arranged side by side in the horizontal direction (specifically, the front-back direction and the left-right direction) in the game space.

[0097] In this embodiment, the game field can be in either an undeveloped or developed state for each unit area. In this embodiment, it is assumed that all unit areas in the game field are set to an undeveloped state in the initial state of the game. Note that in other embodiments, the game field may be able to be in other states in addition to the above two states. Also, in other embodiments, the undeveloped state may be managed in multiple stages, and the developed state may be managed in multiple stages.

[0098] In this embodiment, the shape of the game field may be changed. Here, in this embodiment, the elements constituting the game field are called pieces. The player character can change the shape of the game field by moving a part of the game field using a piece as a unit. One piece is a cube whose horizontal size is the size of one unit area and whose vertical length is the same as the horizontal length of the unit area. The game image shown in FIG. 10 shows a state in which the player character 301 is moving one piece 204. Note that in FIG. 10, the player character 301 is moving one piece 204, but in this embodiment, the player character 301 can also move multiple pieces together.

[0099] As described above, in this embodiment, the player character can make edits to the game field. Note that the player character may be able to delete pieces or add new pieces as edits to the game field.

[0100] In this embodiment, the player character can perform an action of placing an antenna object in the game field based on an operation input by the player. When the antenna object is placed, the information processing system sets the unit areas within a predetermined range of influence, including the unit area in which the antenna object is placed, to a developed state. Specifically, the developed state is maintained for the unit areas within the range of influence that have already been set to a developed state, and the undeveloped state is changed to a developed state for the unit areas within the range of influence. As described above, in this embodiment, the player character can expand the developed area by placing the antenna object in the game field. This allows each player to confirm the position where the action to develop has been performed by visually checking the antenna object.

[0101] Note that the action taken by the player character to change the unit area to a developed state is arbitrary and is not limited to the action of placing an antenna object. For example, in other embodiments, the unit area may be changed to a developed state in response to an action of the player character using a predetermined item. Note that, in this embodiment, it is possible to place an antenna object at any position in the game field, but in other embodiments, a limit may be set on the position where the antenna object can be placed in the game field.

[0102] FIG. 11 is a diagram showing an example of a state in which a player character places an antenna object on a game field. In this embodiment, when an antenna object 311 is placed, the information processing system sets an influence range 312 based on the position of the placed antenna object 311. In this embodiment, the influence range 312 is a cylindrical region centered on the antenna object 311 (see FIG. 11). The height of the influence range 312 is set to be infinite, for example. Alternatively, the influence range 312 may be cylindrical in shape extending infinitely downward from the position of the antenna object below the antenna object 311, and may be hemispherical in shape with the same radius as the cylinder, with the position of the antenna object 311 as the center of the sphere, above the antenna object 311. In other embodiments, the shape of the influence range is arbitrary and may be other shapes (for example, a sphere or a cube). The game system 1 may or may not display an image showing the influence range 312.

[0103] In this embodiment, the information processing system changes the size of the influence range 312 according to the arrangement position of the antenna object 311. Specifically, the size of the influence range 312 is set so that the size increases as the height of the antenna object 311 increases. More specifically, the information processing system sets the radius of the cylinder of the influence range 312 so as to be proportional to the height of the arrangement position of the antenna object 311. Therefore, in this embodiment, the player can increase the influence range 312 by arranging the antenna object 311 at a high position, and can make more unit areas developed. For example, the player can increase the influence range 312 by changing the shape of the game field so that a part of the game field extends high, and then arranging the antenna object 311 at the top position of the high extension. Note that the method of setting the influence range based on the arrangement position of the antenna object is arbitrary. For example, in another embodiment, the information processing system may set the influence range to a constant size regardless of the height of the arrangement position of the antenna object.

[0104] In this embodiment, the player character can perform a predetermined special action by consuming energy based on the operation input of the player. If the energy of the player character is less than the amount of energy required to perform the special action, the player character cannot perform the special action. The special action may be any action that can advantageously advance the game, and may be, for example, an action of moving the game field faster than usual, or an action of moving more pieces together than usual (i.e., when no auxiliary item is used) using an auxiliary item described later. The amount of energy consumed by a special action may be set according to the type of special action.

[0105] Here, when the player character is located within the above-mentioned range of influence, the amount of energy consumed by the player character to perform a special action is smaller than when the player character is located outside the range of influence (that is, when the player character is located within the above-mentioned range of influence, the above-mentioned consumption may be zero). Therefore, in this embodiment, by setting an antenna object, the player character can easily perform a special action within the range of influence, and can advantageously perform actions within the range of influence.

[0106] In addition, in this embodiment, the information processing system restricts editing of the game field by other player characters different from the player character within the range of influence based on the antenna object placed by the player character. In other words, by placing an antenna object, the player character can prohibit editing by other player characters within the range of influence of the antenna object.

[0107] The information processing system may prepare a plurality of types of antenna objects, and set conditions for the player character to be restricted from editing within the range of influence based on the antenna object so as to differ depending on the type of antenna object. For example, the information processing system may allow the player character to place a first type of antenna object, a second type of antenna object, and a third type of antenna object. The first type of antenna object is capable of restricting editing by all other player characters other than the player character who placed the antenna object. The second type of antenna object is capable of restricting editing by other player characters other than player characters belonging to the same group as the player character who placed the antenna object. The third type of antenna object is not capable of restricting editing by any player character. The information processing system may set the number of antenna objects that one player character can place for each type of antenna object.

[0108] As described above, in this embodiment, by placing the antenna object, the player can enjoy the merit of being able to suppress the energy consumption of the special action within the influence range and the merit of being able to restrict editing by other player characters within the influence range, in addition to being able to put the game field within the influence range into a developed state. This can motivate the player character to place the antenna object, and can promote development of the game field. Note that the merit of placing the antenna object is not limited to the above. For example, in another embodiment, the information processing system may not give the player at least one of the merit of being able to suppress the energy consumption of the special action within the influence range and the merit of being able to restrict editing by other player characters within the influence range. In another embodiment, a merit different from the above merit may be given to the player depending on the placement of the antenna object. For example, the energy of the player character may be increased depending on the number of unit areas changed to a developed state.

[0109] In this embodiment, the game field is divided into a plurality of sections. Fig. 12 is a diagram showing an example of a game field divided into a plurality of sections. Fig. 12 is a diagram showing a schematic view of the game field as viewed from above. In Fig. 12, small squares represent unit areas, and large squares represent sections.

[0110] As shown in Fig. 12, one section is made up of a plurality of unit areas. In this embodiment, the game field is not divided into a plurality of sections in the vertical direction, but in other embodiments, the game field may be divided into a plurality of sections in the vertical direction as well. Also, in this embodiment, the size of each section (i.e., the number of unit areas included in one section) is the same for each section, but in other embodiments, the size of each section may differ from section to section.

[0111] In this embodiment, the development of a section is completed when a certain number of unit areas included in the section are developed. At the start of the game, the player character is placed in one section selected by an arbitrary method. When the development of the section is completed, each player character placed in the section can move to the section adjacent to the section. In this embodiment, one section is adjacent to four sections, so when the development of one section is completed, the four sections adjacent to the section are opened, and the player character can move to the four sections. The player character then progresses through the game by further developing the adjacent sections. In another embodiment, when the development of a section is completed, eight sections around the section may be opened.

[0112] In this embodiment, the range of influence based on an antenna object placed in a certain section is effective within that section and does not affect other sections. In other words, the range of influence based on an antenna object placed in a certain section is set so as not to extend to adjacent sections. This reduces the possibility of an inconvenience such as an action by a player character in a section that has not yet been fully developed affecting other sections.

[0113] In this embodiment, the information processing system irreversibly changes the state of a unit area that is set to an undeveloped state to a developed state. That is, in this embodiment, a unit area that has once been set to a developed state will not be returned to an undeveloped state. In this embodiment, the player character can move the antenna object that he / she placed to another location. Here, even if the unit area is moved out of the range of influence by the antenna object being moved, the state of the unit area will not be returned to an undeveloped state. According to the above, it is possible to reduce the possibility that the undeveloped state and the developed state are repeated for the unit area in the section, resulting in a situation in which the section is not easily developed, and the progress of the game will stagnate. In another embodiment, the information processing system may return a unit area that has been developed to an undeveloped state based on some condition (for example, in response to an enemy character performing a predetermined action).

[0114] In this embodiment, the information processing system updates the personal development value and the section development value in response to the player character developing the game field (i.e., changing an undeveloped unit area to a developed state). FIG. 13 is a diagram showing an example of the development state of one section. In FIG. 13, among the unit areas in the section, the unit areas that are developed are shown as shaded areas. FIG. 13 shows a situation in which the unit areas within the range surrounded by dotted lines have newly become developed.

[0115] The personal development value is a parameter that is associated with each player (i.e., each player character) and is increased in response to development by the player character operated by the player (see FIG. 13). In this embodiment, the personal development value is increased in response to the number of unit areas that the player character has developed. A specific method for calculating the personal development value is arbitrary. In this embodiment, the information processing system increases the personal development value by a magnitude corresponding to the number of unit areas that have been newly developed by the player character. For example, when a unit area that has been newly developed is generated by the player character placing an antenna object, a value obtained by multiplying the number of unit areas by a predetermined coefficient is added to the current personal development value. Note that, in other embodiments, the increase in the personal development value may be calculated based on the area or volume of the unit area that has been newly developed. As described above, the personal development value is a value corresponding to the number of unit areas that the player character has developed.

[0116] In this embodiment, a level is set for the player character, and the information processing system can increase the level of the player character in response to the personal development value of the player character reaching a predetermined level threshold. For example, the level threshold may be a value that is a multiple of 100, and the player can increase the level of the player character by 1 each time the personal development value reaches a multiple of 100. The level of the player character may be increased by a predetermined level-up operation by the player, or may be automatically increased in response to the personal development value reaching a predetermined level threshold. The personal development value may be calculated so as to decrease by an amount required for level-up in response to an increase in the level of the player character, or may be calculated so as to be reset (i.e., to return to 0). The personal development value may decrease during the game, for example, in response to level-up as described above, or in response to the purchase of an item (i.e., as a price for the purchase of an item). At this time, the information processing system may store, for each player, the cumulative personal development value acquired by the player up to the present time, separately from the personal development value at the present time.

[0117] In addition, rewards in the game may be given to the player according to the level of the player character. For example, the information processing system may change the appearance of the player character according to an increase in the level of the player character, or may give the player character an item that changes the appearance of the player character (for example, a costume or equipment item). In addition, for example, the information processing system may permit the player character to enter a specific area in the game field on the condition that the level of the player character is equal to or higher than a predetermined value. Since these rewards are given based on the level that increases according to the individual development value, they can also be said to be examples of rewards given based on the individual development value.

[0118] In this embodiment, the information processing system grants a game reward to a player associated with an individual development value based on the individual development value (it can also be said that the information processing system grants an in-game reward to a player character corresponding to the player). In the following, the reward granted based on the individual development value is referred to as an individual reward. The individual reward can motivate the player to develop the game field and progress through the game. In this embodiment, each time the level of the player character increases, the information processing system grants the player an individual reward according to the level. This makes it possible to grant an individual reward to the player according to an increase in the individual development value.

[0119] The individual reward may be any game element that can be used in the game. In this embodiment, the information processing system grants the player, as the individual reward, the right to obtain an auxiliary item (specifically, a blueprint, described later) for the player character to efficiently edit the game field. The auxiliary item is, for example, a machine that can move many pieces at once, or a vehicle item that allows the player character to move quickly around the game field. In this way, by granting an auxiliary item that can be used to develop the game field as the individual reward, the player can be more strongly motivated to develop the game field.

[0120] In this embodiment, the information processing system grants the blueprint of the auxiliary item to the player character as the individual reward. The player character can generate the auxiliary item corresponding to the blueprint by using the blueprint. The blueprint may be such that the player character acquires the ability to generate the auxiliary item by acquiring the blueprint (i.e., the player character can generate the auxiliary item any number of times), or the player character may be able to generate the auxiliary item on the condition that the player character possesses the blueprint, or the player character may be able to generate the auxiliary item up to a predetermined number of times. In this embodiment, the item of the blueprint is granted to the player character as the right to acquire the auxiliary item, but in other embodiments, the ability to generate the auxiliary item itself may be granted to the player character as the right to acquire the auxiliary item. In this embodiment, the player character who has acquired the blueprint can generate the auxiliary item by consuming an item that can be acquired in the game or by updating a parameter in the game. Specifically, the player character can generate auxiliary items by using (i.e., consuming) material items that can be acquired during the game, or can generate auxiliary items by consuming the above-mentioned energy.

[0121] In this embodiment, a plurality of types of blueprints are prepared, and the information processing system grants one blueprint each time the level of the player character rises. In other words, in this embodiment, when the level of the player character is high (i.e., the individual development value is large), it can be said that the player character has acquired many types of blueprints and has the right to acquire many types of auxiliary items, compared to when the level is low (i.e., the individual development value is small). According to this, the game becomes easier to progress as the individual development value is large, so that the player can be more strongly motivated to develop the game field in order to increase the individual development value. Note that the number of blueprints granted when the level of the player character rises is arbitrary. For example, in other embodiments, the number of blueprints granted may be multiple or may be zero. Also, the number of blueprints granted may differ depending on the level at the time of rise. For example, the number of blueprints granted when the player character rises to a first level may be multiple, and the number of blueprints granted when the player character rises to a second level may be zero.

[0122] The item given as the personal reward is not limited to the blueprint of the auxiliary item, and may be any type of item. For example, in another embodiment, the auxiliary item itself may be given to the player character as the personal reward. Regardless of the content of the item given as the personal reward, by giving the personal reward, it is possible to motivate the player to progress through the game.

[0123] Further, the personal reward includes not only the above-mentioned items but also the improvement of the ability or state of the player character. In this embodiment, the information processing system may provide the player character with energy for performing the special action as the personal reward, or may execute a process for improving the level and / or ability value of the player character as the personal reward. Further, the personal reward may be a currency in the game or points used in the game.

[0124] In this embodiment, when the game field is developed, the game system 1 changes the display mode of the game field for the developed portion of the unit area. FIG. 14 is a diagram showing an example of a game image after the antenna object is placed. As shown in FIG. 14, in response to the placement of the antenna object 311, the upper surface of the game field of the unit area in which the antenna object 311 is placed and the surrounding unit areas is displayed with an appearance indicating that the game field has been developed (indicated by diagonal lines in FIG. 14). For example, in this embodiment, the upper surface of the game field in the undeveloped unit area is displayed with an appearance indicating a wasteland, and the upper surface of the game field in the developed unit area is displayed with an appearance indicating a lawn. As a result, the game field is displayed with different appearances depending on the state of the unit area, so that the part of the game field that has been developed can be easily notified to the player.

[0125] In this embodiment, the information processing system changes the display mode of the game field by setting a base area on the upper surface of the piece constituting the game field and changing the display mode of the base area. Here, the base area is an area placed on the upper surface of the piece, and is displayed visibly, unlike the unit area. As a result, the upper surface of the game field has the appearance of the base area placed on the upper surface of the piece constituting the game field. In this embodiment, the appearance of the base area is determined by the state of the unit area corresponding to the base area (i.e., whether it has been developed or not). Specifically, when the unit area is in a developed state, the appearance of the base area in the unit area is set to an appearance representing grass, and when the unit area is in an undeveloped state, the appearance of the base area in the unit area is set to an appearance representing wasteland. As a result, the appearance of the upper surface of the game field can be made to correspond to the state of the unit area. Note that the base area may be set on the upper surface of each piece constituting the game field, or may be set only on the pieces constituting the upper surface of the game field (i.e., pieces that do not have any pieces placed on them).

[0126] In another embodiment, the information processing system may be configured to place a plurality of types of pieces with different appearances, and in this case, a base area may be set for a predetermined type of piece and a base area may not be set for other types of pieces. In this case, the appearance of the upper surface of the game field constituted by the predetermined type of pieces changes according to the state of the unit area, and the appearance of the upper surface of the game field constituted by the other types of pieces does not change according to the state of the unit area.

[0127] Furthermore, the specific method for changing the display mode (i.e., the appearance) of the game field is arbitrary and is not limited to the method using the base area. For example, in another embodiment, the information processing system may change the appearance of the piece itself according to the state of the unit area without setting a base area.

[0128] 14, in order to make the drawing easier to see, only the unit area in which the antenna object 311 is placed and the unit areas around it, a total of nine unit areas, are changed to the developed state, but in reality, unit areas within a wider range of influence may be changed to the developed state. Also, in the example shown in FIG. 14, in response to the state of a unit area being changed to the developed state, the appearance of only the upper surface of the game field (i.e., the pieces) in the unit area is changed, but in other embodiments, the appearance of parts other than the upper surface of the game field may also be changed.

[0129] In another embodiment, the game system 1 may display the game image such that the area with an appearance indicating that it has been developed gradually expands from the unit area in which the antenna object is placed to its periphery. In other words, when an antenna object is placed, the appearance of the game field may be changed for the unit area in which the antenna object is placed, then the appearance of the game field may be changed for the unit areas adjacent to that unit area, and finally the appearance of the game field may be changed for all unit areas within the range of influence.

[0130] In this embodiment, when a unit area is changed from an undeveloped state to a developed state as described above, the game system 1 displays an effect image (for example, the effect image 314 shown in FIG. 14) in association with the unit area. In the example shown in FIG. 14, the effect image has a spherical particle appearance. In this embodiment, the effect image 314 is generated in the unit area changed to a developed state, and is then displayed so as to move toward the player character (i.e., the player character 301 who placed the antenna object 311) who developed the unit area (see the dotted arrow shown in FIG. 14). In this way, in response to the change of the unit area from an undeveloped state to a developed state, the game system 1 displays effect images in a number corresponding to the number of changed unit areas so as to move from the position corresponding to the unit area toward the player character. This makes it possible to notify the player of the number of unit areas that have become developed, and to notify the player of the player character who developed the area.

[0131] As described above, in this embodiment, when a player character develops a game field, the information processing system increases the individual development value corresponding to the player corresponding to the player character. Here, in other embodiments, in addition to when the player character develops a game field, the individual development value corresponding to the player character may also be increased when another player character develops a game field. This can increase the opportunities for the individual development value to increase, thereby improving the motivation of each player to progress through the game.

[0132] For example, when a unit area located within a predetermined range based on a player character corresponding to a player is developed by another player character, the information processing system may update the personal development value associated with the player based on the number of developed unit areas. Here, in this game, when another player character near a player character develops a game field by placing an antenna object, it is possible that the player character has helped the other player character. For example, after the player character and the other player character cooperate to edit the game field so that the antenna object can be placed at a higher position, the other player character may place the antenna object. In such a case, it can be said that the development of the game field was performed by the cooperation of two player characters, so that the personal development value is given not only to the other player character but also to the player character, thereby reducing the possibility that the player may feel that it is unfair.

[0133] The information processing system may set the increase in the personal development value corresponding to the other player character who has placed the antenna object to be greater than the increase in the personal development value of a player character whose personal development value is increased by being near the other player character. For example, the latter increase may be determined by multiplying the former increase by a coefficient (specifically, a coefficient less than 1) according to the distance between the player characters. The latter increase may be set to be greater the closer the position of the player character is to a unit area that has been developed by the other player character. In another embodiment, the former increase and the latter increase may be the same.

[0134] Next, the section development value will be described. The section development value is a parameter associated with each section and increased in response to development of the section (see FIG. 13). The section development value is increased in response to the number of unit areas that have been developed in the section. The information processing system updates the section development value associated with the section including the unit area that has been changed from an undeveloped state to a developed state. A specific method for calculating the section development value is arbitrary. For example, when a new unit area that has been developed in the section occurs, a value obtained by multiplying the number of the unit areas by a predetermined coefficient is added to the current section development value. In this way, the section development value becomes a value corresponding to the number of unit areas that have been developed among the unit areas in the section.

[0135] In this embodiment, when the area development value satisfies a predetermined release condition, the information processing system allows the execution of a process related to the area. Specifically, when the area development value does not satisfy the predetermined release condition, the information processing system restricts the execution of the process related to the area, and when the area development value satisfies the predetermined release condition, the information processing system lifts the restriction on the execution of the process. This can provide the player with an incentive to proceed with development of the area.

[0136] In this embodiment, the "processing related to the section" is a process of moving the player character to another section adjacent to the section. That is, the information processing system permits each player character placed in the section to move to the section adjacent to the section in response to the section development value satisfying the release condition (it can also be said that the adjacent section is opened). In this embodiment, since four sections are adjacent to one section (see FIG. 12), when the section development value satisfies the release condition, the player character can move to four new sections. According to the above, the player can move the player character to other sections by progressing the development of the section in which the player character is currently placed. This can give the player a motivation to proceed with the development of the section. In this embodiment, there is no restriction on the movement from other sections to the section in which the release condition is satisfied. That is, the player character can freely move between the section in which the release condition is satisfied and the section adjacent to the section in which the release condition is not satisfied. In addition, the process of restricting the movement of the player character into an area may be a process of prohibiting the movement of the player character into the area, or a process of imposing some kind of restriction on the movement of the player character within the area (for example, slowing down the movement speed).

[0137] In other embodiments, the content of the "processing related to the section" is arbitrary and is not limited to the process of moving the player character to an adjacent section. Although details will be described later, in this embodiment, the player gives a name to the section for which the release condition is satisfied. Such a naming process can be said to be an example of the "processing related to the section". For example, in other embodiments, the information processing system may execute a process of reducing energy consumption due to the special action as the process related to the section. In other words, the information processing system may reduce energy consumed by a special action by the player character in the section in response to the section development value satisfying the release condition.

[0138] Furthermore, in this embodiment, the information processing system executes a process of changing the brightness of the game field in the section based on the section development value. Specifically, the game field in the section is displayed brighter according to the section development value of the section (specifically, the larger the section development value is). In this embodiment, the information processing system controls the brightness of the section so that the brightness is maximized when the section development value for the section satisfies the release condition. In other words, the brightness of the section gradually becomes brighter as the number of section development areas increases until the section development area satisfies the release condition, and is maintained constant (specifically, the maximum brightness) after the section development area satisfies the release condition.

[0139] In this embodiment, when the partition development value for a partition satisfies the release condition, the information processing system treats the partition as having been developed (for example, sets a flag indicating completion of development for the partition to ON). In this embodiment, after development for a partition is completed (i.e., the partition development value satisfies the release condition), the personal development value and partition development value do not increase even if an undeveloped unit area within the partition is changed to developed. However, in other embodiments, the information processing system may increase the personal development value and partition development value in response to the change of an undeveloped unit area to developed, even after the partition development value for the partition satisfies the release condition, in the same way as before the release condition was satisfied.

[0140] In another embodiment, the information processing system may change all undeveloped unit areas in a partition to a developed state when the partition development value for the partition satisfies the release condition. In other words, when the partition development value satisfies the release condition, all unit areas in the partition are developed. According to the above, all unit areas in the partition are developed in response to the satisfaction of the release condition, so that the game can proceed smoothly.

[0141] In this embodiment, the above-mentioned release condition is that the section development value has reached a predetermined opening value. More specifically, the opening value is a value equal to the section development value when half of the unit areas included in the section are already developed. According to this, when half of the unit areas of the section are already developed, the release condition is met and the development of the section is completed. This allows the game to proceed smoothly. The content of the release condition is arbitrary. For example, in another embodiment, the release condition may be that a predetermined percentage of the unit areas in the section are already developed.

[0142] In this embodiment, when the development of a section progresses and most of the unit areas are developed, it is difficult to search for the remaining undeveloped unit areas, and since the remaining undeveloped unit areas are arranged randomly, it is difficult to develop many unit areas by arranging the antenna object once. In other words, the more the development of a section progresses, the more difficult it becomes to develop the remaining undeveloped unit areas. Therefore, in this embodiment, the information processing system increases the increase in the personal development value of the player character who developed the section as the development progresses. In other words, when there are many unit areas in the developed state in the section, the information processing system increases the increase in the personal development value that is increased in response to the change of the unit area from the undeveloped state to the developed state, compared to when there are few unit areas in the developed state in the section. For example, the increase in the personal development value when the development rate of the section is 25% to 50% (specifically, the increase when one unit area is developed) is set to be larger than the increase when the development rate of the section is 0% to 25%. This makes it possible to provide the player with an incentive to continue developing the section even when the section has already been developed.

[0143] In this embodiment, as with the personal development value, the information processing system increases the increase in the section development value in response to a change in a unit area from an undeveloped state to a developed state when there are many developed unit areas in the section, compared to when there are few developed unit areas in the section. For example, the increase in the section development value when the development rate in the section is 25% to 50% (specifically, the increase when one unit area is developed) is set to be larger than the increase when the development rate in the section is 0% to 25%. This makes it possible to motivate the player to develop the section even when the section is well developed.

[0144] In this embodiment, the information processing system executes a process based on the section development value to grant a game reward to a player corresponding to a player character within a section. Note that, hereinafter, a reward granted based on the section development value is referred to as a section reward. In this embodiment, when a predetermined granting condition related to the section development value is satisfied by an update of the section development value, the information processing system grants a section reward to a player corresponding to the player character who placed the antenna object that caused the update. Note that, in this embodiment, the granting condition is the same as the release condition. In other words, when a section development value satisfies the release condition by development by a certain player character, the information processing system grants a section reward to the certain player character.

[0145] In this embodiment, the section reward is a right to name a section for which the release condition is satisfied. Here, in this embodiment, a name is given to a section for which the release condition is satisfied and development is completed. This name is decided by the player corresponding to the player character who performed the development that caused the release condition to be satisfied. The above section reward can also motivate the player to develop the section and progress in the game. The content of the section reward is arbitrary, and in other embodiments, the section reward may be an item such as the above-mentioned blueprint, or may be currency in the game or points used in the game. The content of the above-mentioned granting condition is arbitrary and does not need to be the same as the release condition. For example, the granting condition may be the same as the presentation condition described later. For example, the granting condition may be that the player to whom the section reward is granted has acquired a section development value of a predetermined value or more, or that the player to whom the section reward is granted has acquired the most section development value among the player characters located in the section until the development of the section is completed.

[0146] In addition, in this embodiment, the information processing system executes a process based on the section development value, in which an object (for example, a stone monument object) bearing the player's name is placed in the game field when the section development value satisfies a predetermined presentation condition. In this embodiment, the presentation condition is that the section development value becomes a multiple of 1000, or the cancellation condition is satisfied. That is, when the section development value satisfies the presentation condition by development by a certain player character, an object bearing the player's name corresponding to the certain player character is placed in the game field. The position at which the object is placed is arbitrary, and may be predetermined, or may be specified by the player character. This also makes it possible to give the player an incentive to develop the section and progress in the game. The stone monument object may be placed only once per section, and the names of the players corresponding to the multiple player characters who have satisfied the presentation condition for the section may be written on the one stone monument object. In this case, when a stone monument object has already been placed for a certain section and a new presentation condition is satisfied, the player's name is newly written on the stone monument object that has already been placed.

[0147] Furthermore, when the presentation condition is satisfied as a result of the unit area being changed to developed, the information processing system may display the effect image (see FIG. 14) displayed for the unit area in a display mode different from that of an effect image displayed when the presentation condition is not satisfied as a result of the unit area being changed to developed. For example, the former effect image may be different in color, size, etc. from the latter effect image. This makes it possible to more clearly notify the player that the presentation condition has been satisfied.

[0148] In this embodiment, the game system 1 places an object on the game field bearing the name of the player who has satisfied the presentation condition, but the specific method of presenting information about the player to the player of the game is not limited to this. For example, in another embodiment, the game system 1 may present information about the player who has satisfied the presentation condition on a menu screen that can be displayed during the game. In another embodiment, the information about the player is not limited to the name of the player, and an icon representing the player or an icon of the player character may be presented. In addition, the information about the player does not need to be presented to all players participating in the game, and may be presented to at least one other player. For example, the game system 1 may present information about a player who has satisfied the presentation condition for a certain section to a player corresponding to the player character that was placed in the section at the time when the presentation condition was satisfied.

[0149] As described above, in this embodiment, the unit area within the range of influence is set to a developed state in principle, but when a predetermined limiting object is placed in the game field, the information processing system restricts the unit area within the predetermined limiting range based on the limiting object from being changed to a developed state. In other words, even if the unit area within the above-mentioned limiting range is located within the range of influence by placing an antenna object, the undeveloped state is maintained. This can improve the strategy of the game and the interest of the game. The size and shape of the limiting range are arbitrary, and for example, the limiting range may be the same shape as the limiting object, or may be a cylindrical shape centered on the position of the limiting object. In addition, the player character may place another object on the limiting object so that the limiting object is destroyed and the other object is placed at the position where the limiting object was, or may destroy the limiting object by a predetermined action (for example, an action to attack the limiting object), or may be able to move the limiting object. In other embodiments, the above-mentioned limiting object may not be placed in the game field.

[0150] [4. Specific examples of processing in information processing systems] Next, a specific example of information processing in the information processing system will be described with reference to FIGS.

[0151] Fig. 15 is a diagram showing an example of various data stored in the game system 1. As shown in Fig. 15, the game system 1 stores a game program. The game program is an information processing program on the terminal side (i.e., on the game system 1 side) for executing the above game in the game system 1. When the processor 81 of the game system 1 executes the above game program, terminal processing (see Fig. 16), which will be described later, is executed in the game system 1.

[0152] The game system 1 stores player character data in a memory. The player character data includes various data related to a player character corresponding to a player of the game system 1. For example, the player character data includes data indicating the position and posture, level, owned items, etc. of the player character. In this embodiment, the player character data includes personal development value data indicating a personal development value associated with the player character. At the start of the game, the personal development value data indicates 0. The memory may be any memory accessible by the game system 1, for example, DRAM 85.

[0153] The game system 1 stores field data in memory. The field data includes various data related to the game field. In this embodiment, the field data includes section data related to sections set in the game field. The section data is stored for each section. The game system 1 may store section data for each section in the game field, or may store only section data for some of the sections (for example, the section in which the player character is placed and the section adjacent to it).

[0154] The partition data includes unit area data, status data, and partition development value data. The unit area data indicates the status of each unit area included in the partition (i.e., an undeveloped status or a developed status). The status data indicates the status of the partition (i.e., whether development has been completed or not, and whether or not it is opened or not). The partition development value data indicates the partition development value associated with the partition. In addition to these data, the partition data includes data indicating the shape of the game field in the partition and data regarding objects placed in the partition (e.g., data indicating the position of an antenna object). Note that at the start of the game, the unit area data indicates that each unit area in the partition is in an undeveloped status. At the start of the game, the status data indicates a status in which development has not been completed, and indicates a status in which the partition is not opened, except for the partition in which the player character is placed. At the start of the game, the partition development value data indicates 0.

[0155] Although not shown, the server 201 stores a server program for executing the game. The server program is a server-side information processing program for executing the game. The processing unit 211 of the server 201 executes the server program, whereby a server process (see FIG. 19), which will be described later, is executed in the server 201.

[0156] The server 201 also stores various data used in the execution of the game, such as the player character data and field data described above. For example, the server 201 stores player character data for each player participating in the game. The server 201 also stores field data including section data for each section of the game field. Note that the various data used in the execution of the game may be stored in only one of the server 201 and the game system 1, or may be stored in both. When the same data is stored in the server 201 and the game system 1, the data stored in the server 201 and the data stored in the game system 1 are synchronized at an appropriate timing.

[0157] Next, a specific example of the information processing executed by the game system 1 or the server 201 will be described with reference to FIGS.

[0158] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 16 to 18. In addition, the processor of the server 201 (i.e., the processing unit 211) executes the server program stored in the server 201 to execute the processes of the steps shown in FIG. 19. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit, etc.) other than the processor. In addition, some of the processes of the steps executed in the game system 1 may be executed in the server 201, and some of the processes of the steps executed in the server 201 may be executed in the game system 1. In addition, the processes of the steps shown in FIGS. 16 to 19 are merely examples, and the order of the processes of the steps may be changed, or other processes may be executed in addition to (or instead of) the processes of the steps, as long as the same results are obtained.

[0159] 16 to 19, using a memory (for example, DRAM 85 or storage unit 212). That is, the processor stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0160] Fig. 16 is a flowchart showing an example of the flow of the terminal processing executed by the game system 1. Note that the terminal processing shown in Fig. 16 is started in response to an instruction to start the game being given by the player during execution of the game program, for example.

[0161] 16, processor 81 obtains the operation data indicating an operation input by a player. That is, processor 81 obtains the operation data received from each controller via controller communication unit 83 and / or each of terminals 17 and 21. Following step S1, the process of step S2 is executed.

[0162] In step S2, processor 81 executes a player-related control process. In the player-related control process, a control process related to a player character is executed based on an operation input by a player. Hereinafter, the details of the player-related control process will be described with reference to FIG.

[0163] Fig. 17 is a sub-flowchart showing an example of a detailed flow of the player-related control process of step S2 shown in Fig. 16. In the player-related control process, first, in step S21, processor 81 determines whether or not it is an operation acceptance period during which an operation input for a player character is accepted. Here, in this embodiment, a period during which the player character is performing a predetermined action (for example, an action started in step S23 described later) in response to an operation input by the player is excluded from the operation acceptance period. If the determination result in step S21 is positive, the process of step S22 is executed. On the other hand, if the determination result in step S21 is negative, the process of step S26 described later is executed.

[0164] In step S22, processor 81 determines whether or not an operation input for instructing the player character to perform an action has been performed based on the operation data acquired in step S1. The action instruction is, for example, an instruction for causing the player character to perform an action such as placing an antenna object, lifting a piece, or the above-mentioned special action. If the determination result in step S22 is positive, processing in step S23 is executed. On the other hand, if the determination result in step S22 is negative, processing in step S24 is executed.

[0165] In step S23, processor 81 causes the player character to start an action corresponding to the action instruction made in step S22. After the player character starts the action in step S23, the player character is controlled to perform the action for a certain period of time by the process of step S26 described later. After step S23, processor 81 terminates the player-related control process shown in FIG.

[0166] In step S24, processor 81 determines whether or not an operation input for instructing the player character to move has been performed based on the operation data acquired in step S1. The movement instruction is an instruction for performing an action of moving the player character on the game field. If the determination result in step S24 is positive, processing in step S25 is executed. On the other hand, if the determination result in step S24 is negative, processing in step S26 is executed.

[0167] In step S25, processor 81 causes the player character to move on the field in response to the movement instruction made in step S24. After step S25, processor 81 ends the player-related control process shown in FIG.

[0168] In step S26, processor 81 controls the player character to perform various actions, such as progress of the action started in step S23 and actions when no input is made by the player. In one execution of step S26, processor 81 controls the player character to perform an action corresponding to one frame time. By repeatedly executing the process of step S26 over multiple frames, the player character performs a series of actions in accordance with the above action instructions.

[0169] If the action to be performed by the player character has not been instructed by the player (for example, if the action started in step S23 has ended), in step S26 above, processor 81 may not cause the player character to perform an action, or may cause the player character to perform an action that makes the player character's behavior look natural (for example, an action of looking around or shaking the body). After step S26, processor 81 ends the player-related control process shown in Fig. 17. After the player-related control process, the process of step S3 shown in Fig. 16 is executed.

[0170] Returning to the description of FIG. 16, in step S3, the processor 81 acquires server data from the server 201. The server data includes data capable of identifying an individual development value and a reward related to a player character corresponding to a player of the game system 1, and a section development value. The server data also includes data capable of identifying behaviors of other player characters different from the player character (e.g., the positions, postures, and states of the other player characters). For example, this data is data indicating operations on the other player characters, or data indicating behaviors of the other player characters. The server data also includes data capable of identifying the status of the game field (e.g., the shape of the game field, and the statuses of the unit areas and sections). For example, this data may include data indicating the status within a section in which a player character corresponding to the game system 1 is placed, or may include data indicating changes within the section (e.g., data indicating the movement of the piece when the piece is moved, or data indicating the state of the unit area when the state of the unit area is changed). In step S3, the processor 81 transmits an acquisition request to acquire server data to the server 201 using the network communication unit 82. Although details will be described later, in response to receiving an acquisition request from a game system, the server 201 transmits server data to the game system. The processor 81 acquires the server data transmitted from the server 201 by receiving the server data using the network communication unit 82. Following step S3, the process of step S4 is executed.

[0171] In step S4, processor 81 controls the actions of other player characters based on the server data acquired in step S3. In one step S4, processor 81 controls other player characters so as to progress in action for one frame time. In step S4, processor 81 does not need to control the actions of all other player characters on the game field, and may control the actions of only other player characters located within the field of view of a virtual camera for generating a game image, for example. Following step S4, the process of step S5 is executed.

[0172] In step S5, the processor 81 modifies the game field based on the actions of each player character in the processes of steps S2 and S4. For example, when the player character performs an action to move a piece in the process of step S2 or S4, the processor 81 modifies the game field so as to show the shape after the piece is moved. Also, for example, when the player character performs an action to place an object in the process of step S2 or S4, the processor 81 places the object on the game field. Also, for example, when server data indicating that the game field has been changed is acquired in the process of step S33, the processor 81 modifies the game field based on the server data. Note that the processor 81 updates the field data stored in the memory so as to show the game field after the change. Following step S5, the process of step S6 is executed.

[0173] In step S6, the processor 81 transmits terminal data to the server 201. The terminal data is data related to the movement of a player character corresponding to the player of the game system 1. For example, the terminal data includes data indicating the processing result of the above step S2 (i.e., data indicating the movement related to the player character corresponding to the player of the game system 1). Alternatively, the terminal data may be the operation data acquired in the above step S1. The processor 81 generates terminal data, and transmits the generated terminal data to the server 201 using the network communication unit 82. Following step S6, the processing of step S7 is executed.

[0174] In step S7, the processor 81 generates a game image and displays it on the display 12. Specifically, the processor 81 sets a virtual camera in the game field so that a player character corresponding to the player of the game system 1 is included in the field of view, and performs drawing processing based on the virtual camera to generate a game image showing the game space. As a result, a game image showing the behavior of each player character and the situation of the game field updated in the above steps S2, S4, and S5 is displayed. In addition, when a unit area is changed to a developed state, the processor 81 generates a game image so that the above-mentioned effect image is included in the position of the unit area. Furthermore, in the processing of step S7 executed thereafter, the processor 81 generates a game image so that the effect image gradually moves toward the player character.

[0175] After step S7, the process of step S1 is executed again. After that, the series of processes from step S1 to S7 are executed repeatedly during the game. The terminal process shown in FIG. 16 ends when an instruction to end the game is given by the player or when a condition to end the game is satisfied.

[0176] Fig. 18 is a flowchart showing an example of the flow of server processing executed by server 201. Note that the series of processing shown in Fig. 18 is continuously executed while server 201 is in operation.

[0177] In step S31 shown in Fig. 18, the processing unit 211 judges whether or not the above-mentioned acquisition request (see step S3 shown in Fig. 16) has been received from the game system via the communication unit 213. If the judgment result of step S31 is positive, the process of step S32 is executed. On the other hand, if the judgment result of step S31 is negative, the process of step S32 is skipped and the process of step S33 is executed.

[0178] In step S32, the processing unit 211 transmits the server data to the game system that transmitted the acquisition request. That is, the processing unit 211 generates the server data based on the player character data and field data stored in the storage unit 212, and transmits the server data to the game system using the communication unit 213. Following step S32, the process of step S33 is executed.

[0179] In step S33, the processing unit 211 judges whether or not terminal data has been received from the game system. In this embodiment, the server 201 receives terminal data from each game system used by each player participating in the game. If the judgment result in step S33 is positive, the process of step S34 is executed. On the other hand, if the judgment result in step S33 is negative, the process of step S34 is skipped and the process of step S35 is executed.

[0180] In step S34, the processing unit 211 updates the player character data and field data stored in the storage unit 212 based on the terminal data received from the game system. As a result, the player character data and field data stored in the storage unit 212 are updated to reflect the game situation in each game system. Following step S34, the process of step S35 is executed.

[0181] In step S35, the processing unit 211 judges whether or not the antenna object was placed on the game field in the above step S34. If the judgment result in step S35 is positive, the process of step S36 is executed. On the other hand, if the judgment result in step S35 is negative, the processes of steps S36 to S38 are skipped, and the process of step S31 is executed again.

[0182] In step S36, the processing unit 211 sets the range of influence for the placed antenna object. That is, the processing unit 211 sets the range of influence within the game field based on the position of the antenna object. After step S36, the processing of step S37 is executed.

[0183] In step S37, the processing unit 211 sets the unit areas within the range of influence set in step S36 to a developed state. Specifically, the processing unit 211 updates the unit area data stored in the storage unit 212 so as to indicate that the unit areas within the range of influence are in a developed state. After step S37, the processing of step S38 is executed.

[0184] In step S38, the processing unit 211 executes a development value process. In the development value process, the individual development value and the section development value are updated, and a reward is given based on the update. Hereinafter, the details of the player-related control process will be described with reference to FIG. 19.

[0185] FIG. 19 is a sub-flowchart showing an example of a detailed flow of the development value process in step S38 shown in FIG. 18. In step S41, the processing unit 211 updates the personal development value of the player character in which the antenna object is placed. Specifically, the processing unit 211 calculates an increase in the personal development value based on the number of unit areas that have been newly changed to a developed state in step S37. The specific method of calculating the increase is as described in "[3. Overview of processing in the information processing system]" above. Furthermore, the processing unit 211 increases the personal development value indicated by the personal development value data stored in the storage unit 212 by the calculated increase, and updates the personal development value data so that the content indicates the increased personal development value. Following step S41, the processing unit 211 executes the process of step S42.

[0186] In step S42, the processing unit 211 judges whether or not the level of the player character is increased by updating the personal development value in step S41. That is, the processing unit 211 judges whether or not the updated personal development value has reached the level threshold value. If the judgment result in step S42 is positive, the processing in step S43 is executed. On the other hand, if the judgment result in step S42 is negative, the processing in step S43 is skipped and the processing in step S44 is executed.

[0187] In step S43, the processing unit 211 increases the level of the player character and grants the player character an individual reward according to the increased level. That is, the processing unit 211 updates the player character data stored in the storage unit 212 to indicate the increased level and to indicate the state after the individual reward has been granted. Following step S43, the processing of step S44 is executed.

[0188] In the processing example shown in FIG. 18 and FIG. 19, the level of the player character is automatically raised in response to the personal development value reaching the level threshold value. Here, as described above, the level of the player character may be raised in response to a level-up operation by the player. In this case, instead of executing the processing of steps S42 and S43 during the development value processing shown in FIG. 19, the processing unit 211 may execute a process of determining whether or not the level of the player character is raised during the server processing shown in FIG. 18, and a process of raising the level when the determination result is positive. For example, the processing unit 211 may execute the above-mentioned determination process during the server processing, regardless of the result of the determination process in step S35, and execute a process similar to the above-mentioned step S43 when the result of this determination is positive.

[0189] In step S44, the processing unit 211 updates the section development value. Specifically, the processing unit 211 calculates an increase in the section development value based on the number of unit areas that have been newly changed to developed status in step S37. The specific method for calculating the increase is as described in "[3. Overview of processing in information processing system]" above. Furthermore, the processing unit 211 increases the section development value indicated by the section development value data stored in the storage unit 212 by the calculated increase, and updates the section development value data so that the data indicates the increased section development value. Following step S44, the processing of step S45 is executed.

[0190] In step S45, the processing unit 211 judges whether the section development value updated in step S44 satisfies the above-mentioned presentation condition. If the judgment result of step S45 is positive, the process of step S46 is executed. On the other hand, if the judgment result of step S45 is negative, the process of step S46 is skipped and the process of step S47 is executed.

[0191] In step S46, the processing unit 211 places an object on which the name of the player character is written in the game field. The processing unit 211 updates the field data stored in the storage unit 212 so that the content indicates the game field on which the object is placed. As described above, the number of objects placed in one section may be one. In this case, in step S46, the processing unit 211 may execute a process of placing the object in a section when the object is not placed in the section, and changing the appearance of the object so that the name of the player character is added and written in the section when the object is placed in the section. Following step S46, the processing unit 211 executes a process of step S47.

[0192] In step S47, the processing unit 211 judges whether the area development value updated in step S44 satisfies the above-mentioned presentation condition. If the judgment result of step S47 is positive, the processing unit 211 executes the processing of step S48. On the other hand, if the judgment result of step S47 is negative, the processing unit 211 ends the development value processing.

[0193] In step S48, the processing unit 211 sets the partition whose partition development value was updated in step S44 to a development-completed state. That is, the processing unit 211 sets all unit areas in the partition to a developed state. At this time, the unit area data stored in the memory unit 212 is updated so that all unit areas in the partition are in a developed state. In addition, the status data stored in the memory unit 212 is updated to indicate that development has been completed. Following step S46, the processing of step S47 is executed.

[0194] In step S49, the processing unit 211 opens the partition adjacent to the partition whose partition development value was updated in step S44. That is, the processing unit 211 releases the restriction so that the player character placed in the partition can move to the adjacent partition. At this time, the partition data related to the adjacent partition stored in the storage unit 212 is updated to indicate an opened state. Following step S49, the processing of step S50 is executed.

[0195] In step S50, the processing unit 211 grants a section reward to the player character. The player character to which the section reward is granted is the player character who placed the antenna object that caused the section development value to be updated in step S44. In this embodiment, the above-mentioned granting condition and the cancellation condition are the same, so if the determination result in step S47 is positive, the section reward is granted in step S50. After step S50, the processing unit 211 ends the development value processing.

[0196] In this embodiment, the section reward is a right to name a section for which the release condition is satisfied. That is, the game system corresponding to the player to whom the section reward is given accepts an input of the name of the section, and determines the name of the section based on the operation input by the player. Data indicating the determined name is included in the terminal data and transmitted to the server 201. The server 201 receives the terminal data by the process of step S33, thereby acquiring data indicating the determined name of the section, and the processing unit 211 updates the field data stored in the storage unit 212 based on the acquired data. The processing unit 211 also generates server data based on the updated data, and transmits the generated server data to another game system different from the game system that transmitted the terminal data. This allows the server 201 and each game system to synchronize the determined name of the section.

[0197] In another embodiment, the processes of steps S35 to S38 may be executed in each game system. For example, each game system executes the determination process of step S35 based on the process results of steps S2 and S4. The game system also transmits data indicating the process results of steps S37 and S38 to the server 201 by including the data in the terminal data. When the server 201 receives the terminal data, the server 201 updates the field data stored in the storage unit 212 based on the terminal data. The server 201 also generates server data based on the updated data, and transmits the generated server data to another game system different from the game system that transmitted the terminal data. This allows the server 201 and each game system to synchronize the state of the game field.

[0198] [5. Effects and Modifications of the Present Embodiment] As described above, in this embodiment, the information processing system includes the following means. A character moving means for moving a player character corresponding to a player based on an operation input by the player within a virtual game space in which a plurality of unit areas are set, each of which is set to either the first state or the second state (step S25). An action execution means for causing the player character to execute a predetermined action based on an operational input by the player (step S23). A state changing means for changing the state of a unit area, which is set to a first state (e.g., an undeveloped state) among unit areas specified by the predetermined action, to a second state (e.g., a developed state) based on the predetermined action (step S37). A first parameter updating means for updating a first parameter (e.g., a personal development value) associated with a player based on the number of unit areas changed from a first state to a second state based on a predetermined action by a player character corresponding to the player (step S41). A second parameter updating means for updating a second parameter based on the number of unit areas changed from a first state to a second state based on either a predetermined action by the player character or a predetermined action by another player character corresponding to a player different from the player (step S44). A first process execution means for executing a first process based on a first parameter (step S43). A second process execution means for executing a second process based on the second parameter (step S49).

[0199] According to the above configuration, the first parameter and the second parameter are updated in response to the change of the state of the unit area. Here, according to the above configuration, if a player does not actively change the state of the unit area, other players change the state of the unit area, and the number of unit areas that can be changed becomes smaller, making it difficult for the player to change the state of the unit area and to update the first parameter. In other words, in order for a player to update his / her own first parameter many times, he / she needs to change the state of the unit area by himself / herself before the state of many unit areas is changed by other players. Thus, according to the above configuration, the player aims to update the first parameter while considering the change of the state of the unit area by other players, so that the strategy of the game can be improved. In addition, while updating the second parameter in cooperation with other players, each player can be made to actively perform game operations to change the state of the unit area, so that the progress of the game is less likely to stagnate and the interest of the game can be improved.

[0200] In the above embodiment, the "unit area" is an area obtained by dividing the game space into a square grid when viewed vertically, but is not limited thereto. For example, the unit area may be a cubic area arranged in three mutually perpendicular axial directions in a three-dimensional game space. The game space may be a two-dimensional plane, and in this case, the unit area may be a planar area (for example, a square area) set in the two-dimensional plane.

[0201] In the above embodiment, the "other player" refers to a player who uses a terminal different from the terminal used by the player (i.e., the game system 1), but the "other player" is not limited to this. The "other player" refers to any other player who participates in the game in the above game space, and may be another player who has a different account from the above player when each player is assigned an account. The other player may use the same terminal as the above player, and multiple players may use a single game system, for example, with the above player using the left controller 3 of the game system 1 and another player using the right controller 4.

[0202] In the above embodiment, the "first process" is a process of giving an individual reward to the player, but is not limited thereto. For example, the first process may be any process that gives an advantage in the game to the player or player character related to the update of the first parameter. Similarly, in the above embodiment, the "second process" is a process of releasing the restriction on movement to an adjacent section, but is not limited thereto. For example, the second process may be any process that gives an advantage in the game to multiple player characters (for example, each player character located within a section).

[0203] In the above embodiment, when a process is executed using data (meaning including a program) in an information processing device, a part of the data required for the process may be transmitted from another information processing device different from the information processing device. In this case, the information processing device may execute the process using the data received from the other information processing device and the data stored in the information processing device.

[0204] In other embodiments, the information processing system may not have some of the configurations in the above embodiments, and may not execute some of the processes executed in the above embodiments. For example, in order to achieve some specific effects in the above embodiments, the information processing system may have a configuration for achieving the effect and execute a process for achieving the effect, but may not have other configurations or may not execute other processes. [Industrial Applicability]

[0205] The above-described embodiment can be used, for example, as a game system or a game program for the purpose of improving the strategic nature of a game. [Explanation of symbols]

[0206] 1. Game System 2. Main Unit 81 Processor 201 Server 211 Processing section 301-303 Player Character 311 Antenna Object 312 Scope of Impact 314 Effect Images

Claims

1. a character moving means for moving a player character corresponding to a player based on an operation input by the player within a virtual game space in which a plurality of unit areas are set, each of which is set to either a first state or a second state; an action execution means for causing the player character to execute a predetermined action based on an operation input by the player; a state changing means for changing, based on the predetermined action, a state of the unit area, of which the first state is set, to the second state, among the unit areas specified by the predetermined action; a first parameter update means for updating a first parameter associated with the player based on the number of the unit areas changed from the first state to the second state based on the predetermined action by the player character corresponding to the player; a second parameter update means for updating a second parameter based on the number of the unit areas changed from the first state to the second state based on either the predetermined action by the player character or the predetermined action by another player character corresponding to a player different from the player; a first process execution means for executing a first process based on the first parameter; a second processing execution means for executing a second processing based on the second parameter; An information processing system comprising:

2. the first process is a process of granting a first reward to the player based on a value of the first parameter; The information processing system according to claim 1 .

3. the first process execution means grants, as the first reward, to the player a right to acquire a predetermined item; The information processing system according to claim 2 .

4. the first process execution means grants the rights to the player such that, when the value of the first parameter is large, the types of the rights are greater than those when the value of the first parameter is small; The information processing system according to claim 3 .

5. the game space includes a plurality of sections; The partition includes a plurality of the unit areas, The second parameter is associated with each of the sections; the second parameter update means updates the second parameter associated with the partition including the unit area changed from the first state to the second state. The information processing system according to claim 1 .

6. a third process execution means for executing a third process related to the section based on an operation input by the player, the second process is a process of restricting the execution of the third process for the section associated with the second parameter when the second parameter does not satisfy a cancellation condition, and lifting the restriction on the execution of the third process when the second parameter satisfies the cancellation condition.

6. The information processing system according to claim 5.

7. the third process is a process of moving the player character to another section adjacent to the section, the second process is a process of lifting a restriction on execution of the third process of moving the player character to the section adjacent to the section associated with the second parameter, based on the second parameter; 7. The information processing system according to claim 6.

8. when the second parameter satisfies the release condition, the second process execution means changes the unit area of ​​the first state included in the partition associated with the second parameter to the second state. The information processing system according to claim 7.

9. the release condition is that the second parameter becomes a value when half or more of the unit areas included in the partition are in the second state. The information processing system according to claim 7.

10. the first parameter update means updates the first parameter in response to the unit area being changed from the first state to the second state based on the predetermined action, so as to increase the first parameter based on the number of the changed unit areas; the first process execution means executes the first process when the first parameter reaches a predetermined value; the first parameter update means increases an increase amount of the first parameter, which is increased in response to the unit area being changed from the first state to the second state, when the number of unit areas in the partition that are in the second state is large, compared to when the number of unit areas in the partition that are in the second state is small.

6. The information processing system according to claim 5.

11. the second parameter update means updates the second parameter so as to increase the second parameter based on the number of the changed unit areas in response to the unit areas being changed from the first state to the second state based on the predetermined action; the second process execution means executes the second process when the second parameter reaches a predetermined value; the second parameter update means increases an increase amount of the second parameter, which is increased in response to the unit area being changed from the first state to the second state, when the number of unit areas in the partition that are in the second state is large, compared to when the number of unit areas in the partition that are in the second state is small.

6. The information processing system according to claim 5.

12. the state changing means irreversibly changes a state of the unit area in which the first state is set to the second state; The information processing system according to claim 1 .

13. the first parameter update means, when the unit area located within a predetermined range based on the player character corresponding to the player is changed from the first state to the second state based on the predetermined action by the other player character, further updates the first parameter associated with the player; The information processing system according to claim 1 .

14. the first parameter update means, when the unit areas located within a predetermined range based on the player character corresponding to the player are changed from the first state to the second state based on the predetermined action by the other player character, updates the first parameter associated with the player based on the number of the changed unit areas; The information processing system according to claim 13.

15. further comprising an image control means for displaying, in response to the unit areas being changed from the first state to the second state, a number of images corresponding to the number of changed unit areas, the images being moved from positions corresponding to the unit areas towards the player character; The information processing system according to claim 1 .

16. a presentation means for presenting, when a presentation condition regarding the second parameter is satisfied by updating the second parameter, information regarding the player corresponding to the player character that performed the predetermined action that caused the update, to the other players; The information processing system according to claim 1 .

17. and a reward granting means for granting a second reward to the player corresponding to the player character who performed the predetermined action that caused the update of the second parameter when the granting condition regarding the second parameter is satisfied by the update of the second parameter. The information processing system according to claim 1 .

18. the state changing means restricts the state of the unit area specified by the predetermined action from being changed to the second state when the unit area is located within a range based on a position of a first object. The information processing system according to claim 1 .

19. the predetermined action is an action of the player character placing a second object in the unit area, the state changing means changes the unit area within a predetermined range including the unit area in which the second object is placed to the second state; 19. The information processing system according to any one of claims 1 to 18.

20. a state changing means for changing, in a virtual game space in which a plurality of unit areas are set, each of which is set to either a first state or a second state, a state of one of the unit areas specified by a predetermined action performed by a player character based on an operation input by a player, the state of the one of the unit areas in which the first state is set, to the second state, based on the predetermined action; a first parameter update means for updating a first parameter associated with the player based on the number of the unit areas changed from the first state to the second state based on the predetermined action by the player character; a second parameter update means for updating a second parameter based on the number of the unit areas changed from the first state to the second state based on either the predetermined action by the player character or the predetermined action by another player character corresponding to a player different from the player; a first process execution means for executing a first process based on the first parameter; a second processing execution means for executing a second processing based on the second parameter; An information processing device comprising:

21. A game program executed by a computer of an information processing device, the computer comprising: in a virtual game space in which a plurality of unit areas are set, each of which is set to either a first state or a second state, changing, based on a predetermined action performed by a player character based on an operation input by a player, a state of one of the unit areas in which the first state is set, among the unit areas specified by the predetermined action, to the second state; updating a first parameter associated with the player based on the number of the unit areas changed from the first state to the second state based on the predetermined action by the player character; updating a second parameter based on the number of unit areas changed from the first state to the second state based on either the predetermined action by the player character or the predetermined action by another player character corresponding to a player different from the player; Executing a first process based on the first parameter; A game program that causes a second process to be executed based on the second parameter.

22. A game processing method executed by an information processing system, comprising: The information processing system includes: moving a player character corresponding to a player based on an operation input by the player in a virtual game space in which a plurality of unit areas are set, each of which is set to either a first state or a second state; causing the player character to execute a predetermined action based on an operation input by the player; changing a state of the unit area, which is specified by the predetermined action and to which the first state is set, to the second state based on the predetermined action; updating a first parameter associated with the player based on the number of the unit areas changed from the first state to the second state based on the predetermined action by the player character corresponding to the player; updating a second parameter based on the number of unit areas changed from the first state to the second state based on either the predetermined action by the player character or the predetermined action by another player character corresponding to a player different from the player; Executing a first process based on the first parameter; A game processing method, comprising: executing a second process based on the second parameter.

Citation Information

Patent Citations

  • Information processing device, game program, and information processing method

    JP2021023476A