Program and information processing system

By introducing a communication control mechanism in the game system, temporarily restricting communication between users, solving the problem of unlimited communication reducing the fun of the game, and achieving a balance between high fun and interactiveness.

JP2025049711AActive Publication Date: 2025-04-04COLOPL
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Patent Information

Application Number
JP2023158040
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-22
Publication Date
2025-04-04
Estimated Expiration
2043-09-22

AI Technical Summary

Technical Problem

In games, unlimited communication between users may reduce the fun of the game.

Method used

By introducing a communication control mechanism in the game system, users are allowed to temporarily restrict communication between users at different stages of the game progress, such as in movies, users cannot interact through voice chat.

Benefits of technology

It achieves the improvement of game fun while maintaining user interaction and avoids the reduction of game fun due to unlimited communication.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game that enables a user to perform predetermined communication with another user, the game being highly interesting.SOLUTION: A program causes a computer to function as: communication control means that enables predetermined communication among users; and restriction means that temporarily restricts predetermined communication among at least some of a plurality of users according to a progress status of a game of each of the plurality of users.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Games that allow communication between users via chat have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-033473 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in games, the possibility of communication with other users (for example, unlimited communication) may actually make the game less interesting.

[0005] An object of the present invention is to provide a highly entertaining game that allows predetermined communication with other users. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, A communication control means for enabling predetermined communication between users; and a restricting means for temporarily restricting the predetermined communication between at least some of the plurality of users in accordance with the progress of the game of each of the plurality of users. The program is provided. Effect of the Invention

[0007] According to the present invention, it is possible to provide a highly entertaining game that allows predetermined communication with other users. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram illustrating an example of an event configuration. [Figure 4] FIG. 13 is a diagram showing an example of a restriction on communication via voice chat. [Diagram 5] 13 is a flowchart illustrating an example of a process related to a restriction on communication. [Figure 6] FIG. 13 is a diagram showing an example of a display related to a text chat. [Figure 7] FIG. 13 is a diagram for explaining the relationship between a game display screen and communication restrictions. [Figure 8] FIG. 1 is a diagram showing an example of communication by sending and receiving standard messages. [Figure 9] FIG. 13 is a diagram showing an example of a standard message. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects, such as objects of a character (hereinafter referred to as a "player character") that can be operated by a user, are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects, such as buildings, trees, and stones, arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values ​​of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

[0035] An example of a virtual space is a space where an event takes place (in other words, occurs). Examples of a space where an event takes place are a game space where a specific event related to the progress of a game (e.g., a quest, a battle, etc.) takes place, a live space where various live performances such as live music events take place, and a space where users can interact with each other. An example of an object in a virtual space is game media used in a game. Examples of game media are characters, items, and objects used in a game played in the game space (e.g., a ball in a ball game).

[0036] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be said to be value owned by the user in the virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in the game and cryptocurrency.

[0037] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, and a synchronization processing unit 214.

[0038] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 according to the control of the server processing unit 212.

[0039] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be the subject of synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit game information or user information. Furthermore, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete records of the game information or user information.

[0041] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information or user information in accordance with instructions from the server processing unit 212.

[0042] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, a display control unit 114, and a communication control unit 115.

[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0048] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.

[0049] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.

[0050] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.

[0051] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0052] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the field of view in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters that act based on the operation of each user and NPCs that act based on a game program. NPCs include so-called enemy characters, etc.

[0054] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0055] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.

[0056] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game progression unit 113 in the virtual space and objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18. The display control unit 114 can cause various images to be displayed on the display unit 18 based on instructions from the game progression unit 113 and the communication control unit 115.

[0057] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. The information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes a program stored in the information processing system 1 to perform each processing described later. However, at least a part of the processing performed by the processor 11 to be described later may be executed by a processor other than the processor 11. Also, at least a part of the processing performed by the processor 21 to be described later may be executed by a processor other than the processor 21. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0059] In the following, an example will be described in which the configuration according to this embodiment is applied to a game in which a user progresses through a story using a player character (e.g., a role-playing game, specifically, a MORPG (Multiplayer Online Role Playing Game), an MMORPG (Massively Multiplayer Online Role Playing Game), etc.).

[0060] In the game of this embodiment, a user can form a party with other users to carry out a predetermined quest. A quest is a quest that aims to achieve a predetermined goal, and may be, for example, a quest that aims to defeat a predetermined enemy character, to reach a predetermined destination, or to obtain a predetermined object. A quest can also be said to be a game that is executed (in other words, started) by forming a party. A quest can also be said to be a part of the entire story. In this embodiment, a quest is prepared in which a party member enters a dungeon, advances into the depths of the dungeon while defeating enemy characters, and the goal is to defeat an enemy character (boss character) at the deepest part of the dungeon.

[0061] In the game of this embodiment, the game progression unit 113 moves the player character based on an input operation by the user. For example, the game progression unit 113 moves the player character within a virtual space (e.g., within a dungeon) based on an operation by the user of moving a finger in any direction while touching the touch screen 16, i.e., a swipe operation. In addition, the game progression unit 113 causes the player character to perform an action related to attacking an enemy character based on a tap operation by the user of tapping an arbitrary position on the touch screen 16.

[0062] The game of this embodiment has a chat function. Each user can communicate with other users who play the game together by chat. In other words, in the game of this embodiment, a plurality of users who participate in a predetermined event can communicate with each other by chat. For example, a plurality of users who participate in the same event can communicate with each other by chat. For example, each user can communicate with other users who form a party by chat. In other words, each user can communicate with other users who participate in the same virtual space by chat. In other words, each user can communicate with other users who are synchronized by chat.

[0063] In the game of this embodiment, communication between users is possible through voice chat. For example, the communication control unit 115 of the terminal device 10 of the user transmits a voice (in other words, the user's speech content) input from a sound input unit (e.g., a microphone) connected via the input / output IF 15 to the terminal device 10 of the other user. In addition, the communication control unit 115 of the terminal device 10 of the other user outputs the received voice to a sound output unit (e.g., a speaker, a headphone) connected via the input / output IF 15. The sound input unit and the sound output unit may be built into the terminal device 10.

[0064] Furthermore, the communication control unit 115 temporarily restricts a predetermined communication between users when a predetermined condition is not satisfied. In this embodiment, the communication control unit 115 temporarily restricts a chat communication between users when a predetermined condition is not satisfied. The process of temporarily restricting a chat communication will be specifically described below.

[0065] As shown in FIG. 3, a quest as an event in which users form a party includes a movie part and a play part. The movie part is a period during which a movie is played during a quest. The game progression unit 113 instructs the display control unit 114 to display a predetermined movie on the display unit 18 during the movie part. The play part is a period during which each user operates his / her own player character to move the player character in the virtual space or to attack an enemy character, thereby progressing through the quest. The movie part may occur only once during one quest, or may occur multiple times. The movie part may be started when the quest starts, or may be started when a predetermined condition is satisfied during the quest (for example, when a predetermined location in a dungeon is reached or a predetermined enemy character is defeated). The quest may start with a movie part, and after the quest has moved to the play part, the quest may not move to the movie part.

[0066] Note that a movie in a movie part may be skippable. For example, in a movie part, the operation acceptance unit 111 may accept a user's input operation related to skipping a movie (for example, an operation similar to an operation on a skip button 37 (see FIG. 7) described later), and the game progression unit 113 may end the playback of the movie based on the input operation. Also, for example, before the start of a quest, the user may set whether or not to automatically skip a movie on a predetermined setting screen, and if the setting is set to automatically skip, the game progression unit 113 may automatically skip the movie when an opportunity to execute a movie part occurs. Note that when the user executes the quest for the first time (in other words, when the opportunity to watch the movie for the first time occurs), the movie may not be automatically skipped even if the setting is set to automatically skip. Also, when the user executes the quest for the second or subsequent time (in other words, when the movie has already been watched), the movie may be automatically skipped regardless of the user's setting.

[0067] Here, a situation may occur in which some users among a plurality of users constituting a party skip a movie (specifically, skip it manually or automatically), but other users are watching the movie. Specifically, as shown in FIG. 3, when a party includes user A, user B, and user C, it is possible that user A watches the movie to the end, while user B skips the movie midway, or user C skips the movie from the beginning. In such a case, the game progression unit 113 may restrict the progress of the quest for the user who skipped the movie. In other words, the game progression unit 113 of the terminal device 10 of the user who skipped the movie may control the game state of the user who skipped the movie to a state of waiting for other users to finish watching the movie. Specifically, for example, in a quest to advance through a dungeon and defeat a boss character at the deepest part of the dungeon, the game progression unit 113 may control the user who skipped the movie not to proceed beyond a predetermined point in the dungeon until other users finish watching the movie. Furthermore, the game progression unit 113 may place the player character of the user who skipped the movie in a location where the player character waits for other users to finish watching the movie (in other words, a waiting area. For example, the waiting area may be a location before a predetermined location in the dungeon), and may allow the play part to progress based on the fact that other users have finished watching the movie. In other words, the game progression unit 113 may not end the movie part (in other words, not start the play part) until all party members have finished watching the movie. Furthermore, in a state of waiting for other users to finish watching the movie, the display control unit 114 of the terminal device 10 of the user who skipped the movie may display on the display unit 18 a display that enables the user to recognize that other users are watching the movie (for example, displaying text such as "Event is currently in progress" or "Waiting").

[0068] The communication control unit 115 performs control to temporarily restrict predetermined communication between at least some of the multiple users according to the progress of the game of each of the multiple users. Specifically, the communication control unit 115 performs control to temporarily restrict communication by voice chat between at least some of the multiple users according to the progress of the game of each of the multiple users constituting a party as a predetermined group (in other words, multiple users who play a game together, multiple users who participate in a predetermined event, multiple users who participate in the same virtual space, or multiple users who are synchronized).

[0069] The communication control unit 115 does not restrict communication by voice chat between party members during the play part, and may restrict communication by voice chat between party members during the movie part.

[0070] Specifically, when a party contains a first user whose game progress is in a first state, and a second user whose game progress is in a second state that is more advanced than the first state, the communication control unit 115 temporarily restricts communication via voice chat between at least the first user and the second user.

[0071] The user whose progress status is the first status and the user whose progress status is the second status may be, for example, a user who has not performed a specific quest and a user who has performed the specific quest in a party. The user whose progress status is the first status and the user whose progress status is the second status may be, for example, a user who has not watched a movie in the movie part of the specific quest (in other words, a user who watches for the first time, hereinafter referred to as a "non-watching user") and a user who has already watched the movie (hereinafter referred to as a "watched user"). The user whose progress status is the first status and the user whose progress status is the second status may be, for example, a user who is watching a movie without skipping and a user who has skipped the movie in a configuration in which the movie in the movie part can be skipped. In the following, the restriction of communication will be described using an example in which the user whose progress status is the first status and the user whose progress status is the second status are a non-watching user and a watched user, respectively, but they may be appropriately interpreted as other types of users including the user whose progress status is the first status and the user whose progress status is the second status exemplified here.

[0072] In the following, a state in which communication (in other words, a call) using voice chat as a predetermined communication is restricted is called a restricted state, and a state in which communication (in other words, a call) using voice chat is not restricted is called a non-restricted state. That is, the restricted state refers to a state in which a predetermined restriction is imposed on the use of voice chat compared to the non-restricted state. In this embodiment, in the restricted state, the speech of the other party with whom communication is restricted cannot be heard (muted), and the other party cannot hear the user's speech either. That is, the non-restricted state is a state in which a call with the other party is possible, and the restricted state is a state in which a call with the other party is impossible. Note that muting may be realized, for example, by the communication control unit 115 of the terminal device 10 of one user not transmitting data related to the speech of one user to the terminal device 10 of the other user, or may be realized by transmitting data related to the speech of one user to the terminal device 10 of the other user, but not outputting it to the sound output unit by the communication control unit 115 of the terminal device 10 of the other user.

[0073] In addition, in the restricted state, the speech of the other party with whom communication is restricted may not be completely inaudible, but may be difficult to hear, etc. Specifically, the communication control unit 115 may process the voice data related to the user's speech, and may reduce the volume of the speech, mix noise into it, or change the pitch.

[0074] Also, in the restricted state, the speech of one user (e.g., a user who has watched the program) may be inaudible or difficult to hear by the other user (e.g., a user who has not watched the program), but the speech of the other user may still be audible to the one user, just as in the unrestricted state.

[0075] During the movie part, the communication control unit 115 limits communication by voice chat between at least some of the party members depending on the progress of each member in the game.

[0076] Specifically, in the movie part, when there are only non-viewing users in the party, the communication control unit 115 controls so that the user can communicate with any other user through voice chat. In other words, when there are only non-viewing users in the party, the communication control unit 115 puts voice chat between non-viewing users in an unrestricted state. In other words, when there are only non-viewing users, the communication control unit 115 does not restrict the use of voice chat between members in the movie part.

[0077] Furthermore, in the movie part, when only viewed users are present in the party, the communication control unit 115 controls the user to be able to communicate with any other user via voice chat. In other words, when only viewed users are present in the party, the communication control unit 115 sets voice chat between viewed users to an unrestricted state. In other words, when only viewed users are present, the communication control unit 115 does not restrict the use of voice chat between members in the movie part.

[0078] Furthermore, in the movie part, when there are non-viewing users and viewed users in the party, the communication control unit 115 controls so that communication by voice chat between the non-viewing users and viewed users is not possible. In other words, when there are non-viewing users and viewed users in the party, the communication control unit 115 restricts voice chat between the non-viewing users and viewed users in the movie part.

[0079] Here, when there are non-viewing users and viewed users in a party, the communication control unit 115 may limit or not limit the voice chat between the viewed users in the movie part. Also, when there are non-viewing users and viewed users in a party, the communication control unit 115 may limit or not limit the voice chat between the non-viewing users in the movie part. That is, when there are non-viewing users and viewed users in a party, the communication control unit 115 restricts communication by voice chat at least between the non-viewing users and the viewed users. In other words, when there are users with a first attribute (e.g., non-viewing users) and users with a second attribute (e.g., viewed users) in a party, the communication control unit 115 may not restrict a predetermined communication between users with the same attribute while restricting a predetermined communication between users with different attributes.

[0080] Here, a specific example of communication restriction will be described. For example, as shown in FIG. 3, a quest starts with a movie part, and when the movie part ends, it transitions to a play part. In addition, it is assumed that the party includes a user A who has not watched the movie in this movie part, and a user B and a user C who have watched it. In this case, as shown in FIG. 4, the information processing system 1 of this embodiment prohibits a voice chat call between the user A and the user B in the movie part, and permits a voice chat call between the user A and the user B when it transitions to the play part. In addition, the information processing system 1 prohibits a voice chat call between the user A and the user C in the movie part, and permits a voice chat call between the user A and the user C when it transitions to the play part. In addition, the information processing system 1 permits a voice chat call between the user B and the user C in both the movie part and the play part.

[0081] According to the configuration of this embodiment, it is possible to temporarily restrict predetermined communication depending on the progress of the game, so that it is possible to prevent spoilers from being revealed intentionally or unintentionally (for example, a user who has already viewed the movie telling the contents of the movie to a user who has not yet viewed it, etc.). In addition, since the restriction of the predetermined communication is imposed for a certain period of time and not imposed for other periods of time, it becomes easier for users to cooperate with each other in the game progress through the predetermined communication, and it becomes possible to progress through the game while enjoying conversation, etc.

[0082] The communication restriction may be released, for example, based on all users in the party having finished watching the movie. For example, in a configuration in which the game moves to the play part when all users in the party have finished watching the movie (in other words, the quest can be progressed by operating the player character), the communication control unit 115 may end the predetermined communication restriction according to the progress of the game of the multiple users when the game moves to the play part. In addition, for example, when a predetermined communication restriction is started because a party includes a user who has already watched the movie and a user who has not yet watched the movie, the communication control unit 115 may release the predetermined communication restriction based on all non-viewed users having finished watching the movie. In addition, for example, when a predetermined communication restriction is started because a party includes a user who has already watched the movie and a user who has not yet watched the movie, when one non-viewed user in the party has finished watching the movie (for example, skips it) and another non-viewed user in the party is still watching the movie, the communication control unit 115 may release the predetermined communication restriction for the non-viewed users who have finished watching the movie. That is, for example, in a case where there are two viewed users and two non-viewed users in a party, when the movie part starts, the viewed users can communicate with each other by voice chat, but the viewed users cannot communicate with the non-viewed users who are watching the movie by voice chat, but the non-viewed users who have finished watching the movie may be able to voice chat with the viewed users even if there are non-viewed users who are still watching the movie. In other words, the communication control unit 115 may release the restriction on the predetermined communication when a predetermined condition related to the difference in the progress of the game is satisfied for the first user (e.g., the non-viewed user) and the second user (e.g., the viewed user) with the predetermined communication restriction imposed (for example, when the non-viewed user finishes watching the movie and the predetermined difference in the progress of the game (specifically, the viewing status of the movie) disappears).

[0083] In addition, each user may be able to set from his / her own terminal device 10 whether or not to perform control to temporarily restrict a certain communication depending on the progress of the game of each of the multiple users constituting a certain group. Specifically, the operation reception unit 111 receives an input operation related to the setting while a certain setting screen is being displayed. Then, when the setting to perform the control is set, the communication control unit 115 performs the above-mentioned restriction of communication when there are unviewed users and viewed users in the party (for example, the voice chat between the unviewed users and viewed users in the movie part is restricted). On the other hand, when the setting to not perform the control is set, the communication control unit 115 does not perform the above-mentioned restriction of communication even when there are unviewed users and viewed users in the party (for example, the voice chat between the unviewed users and viewed users in the movie part is not restricted).

[0084] In this embodiment, the predetermined communication between at least some of the users is restricted depending on the progress of the game of each of the users constituting the party, but the predetermined communication between at least some of the users constituting a predetermined group other than the party (for example, so-called guild members, friends, etc.) may be restricted depending on the progress of the game of each of the users. In other words, the communication control unit 115 may restrict the predetermined communication between at least some of the users participating in the group chat depending on the progress of the game of each of the users.

[0085] The communication restriction may be such that, when a plurality of users are synchronized (e.g., in a party), predetermined communication between users displaying screens of different scenes under a specific condition (e.g., during a predetermined period during an event (e.g., during a movie part)) is restricted. Specifically, for example, predetermined communication may be restricted between a user displaying a movie of a movie part on display unit 18 and a user displaying the above-mentioned waiting area on display unit 18. Also, for example, predetermined communication may be restricted between a user displaying a screen before a skip on display unit 18 in a scene where an operation to skip a predetermined movie is possible and a user displaying a screen after the skip on display unit 18.

[0086] (Processing related to communication restrictions) Next, an example of a process relating to a communication restriction will be described with reference to the flowchart shown in FIG.

[0087] The communication control unit 115 determines whether the situation of the event is a specific situation (step S101). For example, the communication control unit 115 determines whether the situation of the quest is a movie part or a play part as a specific situation.

[0088] If the event situation is not a specific situation (NO in step S101), the communication control unit 115 does not restrict the predetermined communication. On the other hand, if the event situation is a specific situation (YES in step S101), the communication control unit 115 judges whether the game progress of multiple users in a predetermined group satisfies a predetermined condition (step S102). Specifically, if there is no predetermined difference in the game progress of the multiple users, the communication control unit 115 judges that the predetermined condition is satisfied, and if there is a predetermined difference, judges that the predetermined condition is not satisfied. For example, if the multiple users are all viewed users, the communication control unit 115 judges that the predetermined condition is satisfied. Also, if the multiple users are all non-viewed users, the communication control unit 115 judges that the predetermined condition is satisfied. Also, if the multiple users include viewed users and non-viewed users, the communication control unit 115 judges that the predetermined condition is not satisfied.

[0089] If the predetermined condition is satisfied (YES in step S102), the communication control unit 115 does not restrict the predetermined communication between the users in the predetermined group. For example, the communication control unit 115 controls the communication so that a voice chat call can be made with any user in the party.

[0090] On the other hand, if the predetermined condition is not satisfied (NO in step S102), the communication control unit 115 restricts predetermined communication between at least some of the users in the predetermined group (step S103). For example, the communication control unit 115 performs control so that a voice chat cannot be conducted between a viewed user and a non-viewed user among the users in the party. Specifically, the communication control unit 115 performs control so that the speech of the viewed user is not heard by the non-viewed user. The communication control unit 115 also performs control so that the speech of the non-viewed user is not heard by the viewed user.

[0091] In addition, the communication control unit 115 may decide whether or not to restrict a certain communication (e.g., communication via voice chat) by, for example, determining whether the game progress of multiple users satisfies a certain condition (in other words, determining whether there is a certain difference in the game progress of each of the multiple users) without performing the processing of step S101 (in other words, determining whether or not the event situation is a specific situation).

[0092] (Limitation of communication via text chat) The communication control unit 115 may restrict communication by text chat (in other words, sending and receiving text messages) instead of or in addition to restricting communication by voice chat. That is, the restriction on communication by voice chat in the above description may be interpreted as a restriction on communication by text messages.

[0093] In the game of this embodiment, each user is able to communicate with other users who make up the party via text chat.

[0094] As shown in FIG. 6, when a predetermined input operation is performed, the communication control unit 115 instructs the display control unit 114 to display a chat window 50 (in other words, an input screen for inputting information related to sending a message) on the display unit 18. In the chat window 50, for example, an input field 51 for inputting a message is displayed. The chat window 50 may be displayed on the display unit 18 during the operation of the player character in the play part. The chat window 50 may also be displayed on the display unit 18 together with a movie in the movie part. The chat window 50 may also be constantly displayed on the display unit 18 while a quest is in progress.

[0095] Furthermore, the operation acceptance unit 111 accepts an operation related to the start of selection of a user to which a message is to be sent (hereinafter referred to as a "destination user"). For example, when an input operation is performed to input the "@" symbol in the input field 51 for inputting a message while the chat window 50 is displayed, the operation acceptance unit 111 accepts the input operation as an operation to start selection of a destination user.

[0096] When an operation to start selecting a destination user is performed, the communication control unit 115 instructs the display control unit 114 to display, on the display unit 18, a candidate list 53 in which destination user candidates are displayed. In other words, the communication control unit 115 presents destination user candidates to the user. In the candidate list 53, for example, the user names of multiple users as destination user candidates are displayed. For example, the candidate list displays the user names of multiple users who make up a party. Note that the candidate list 53 does not need to display all candidates at once, and the displayed candidates may be switched by a screen scroll operation or the like.

[0097] The candidate list 53 may be displayed when the chat window 50 starts to be displayed. In other words, the operation of displaying the chat window 50 may also serve as an operation related to the start of selection of a destination user.

[0098] Furthermore, when an input operation is performed to select a destination user from among the candidates displayed in the candidate list 53, and an input operation is performed to input a message in the input field 51, the communication control unit 115 transmits the message to the terminal device 10 of the user selected as the destination user. That is, the communication control unit 115 sets the user selected from the candidates displayed in the candidate list 53 (in other words, the presented candidates) as the destination user. Furthermore, the communication control unit 115 of the terminal device 10 of the destination user instructs the display control unit 114 to display the received message on the display unit 18.

[0099] Note that a message sent by specifying a destination user may be sent only to the destination user, or may be sent to multiple users including the destination user. In other words, the selection of a destination user may be, for example, a mention to clarify the recipient in a chat (in other words, a group chat) in which multiple users (for example, all members of a party) participate as shown in Fig. 6 (in other words, when messages are sent and received in a group including a user who specifies the destination user and users other than the destination user).

[0100] Also, a message may be sent without specifying a destination user. For example, when a message is entered in the input field 51 without specifying a destination user and then sent, the message may be sent to the party (in other words, to all users in the party).

[0101] The communication control unit 115 may temporarily restrict communication by text chat between at least some of the multiple users in accordance with the progress of the game of each of the multiple users, similar to the restriction on communication by voice chat described above. Specifically, the communication control unit 115 does not restrict communication by text chat between members in the play part, regardless of the progress of the game of each of the party members. In addition, the communication control unit 115 restricts communication by text chat between at least some of the party members in accordance with the progress of the game of each of the party members in the movie part.

[0102] Regarding the restriction of communication by text chat, the restricted state is a state in which the exchange of text messages is restricted compared to the non-restricted state. For example, in the restricted state, the sending of a text message to a party with restricted communication may be prohibited. Specifically, the communication control unit 115 may make it impossible to specify the party with restricted communication as a destination of a message (for example, not displaying the party in the candidate list 53, or displaying but not selecting the party (for example, displaying the party in a grayed-out state)). Alternatively, the communication control unit 115 may control not to display the message on the display unit 18 when receiving a message from a party with restricted communication. That is, the restriction of communication by text chat may be such that a text message input by one of the users with restricted communication (for example, a user who has already viewed the message) is not displayed in the chat window 50 of the other user (for example, a user who has not yet viewed the message) during the period in which communication is restricted. Note that sending a message to a party with restricted communication is not limited to sending a message by specifying the party (in other words, mentioning the party), and may include sending a message to a predetermined group including the party. For example, in a movie part, when a user who has watched the movie sends a message to the party (e.g., without mentioning a specific user), the message may be displayed in the chat window 50 of the user who has watched the movie, but not displayed in the chat window 50 of users who have not watched the movie.

[0103] In addition, when a user performs an operation to send a message to a party whose communication is restricted during a period in which communication is restricted, the communication control unit 115 may deliver the message to the party after the restriction is lifted. Specifically, the communication control unit 115 of the terminal device 10 of the user may transmit the message to the terminal device 10 of the party after the restriction is lifted. Alternatively, the communication control unit 115 of the terminal device 10 of the party may display a message received during the restriction on the display unit 18 after the restriction is lifted. In other words, the communication control unit 115 may perform control to make a message sent to a party whose communication is restricted during the period in which the restriction is lifted recognizable by the party after the restriction is lifted. In other words, during a period in which communication is restricted, it may be possible to schedule the transmission of a message to a party whose communication is restricted.

[0104] (Second embodiment) Next, a second embodiment of the present invention will be described. Since the information processing system 1 according to this embodiment basically has the same configuration as the information processing system 1 according to the first embodiment, the description of the same configuration as the information processing system 1 according to the first embodiment will be omitted or simplified.

[0105] In this embodiment, the present invention will be described by taking as an example a case where the present invention is applied to a competitive game in which users compete against each other. More specifically, the present invention will be described by taking as an example a case where the present invention is applied to a golf game.

[0106] In the game of this embodiment, the game progression unit 113 moves the player character 30 based on an input operation by the user (see FIG. 7). Specifically, the game progression unit 113 causes the player character 30 to perform an action of shooting the ball 31 based on an operation of shooting the ball 31 by the user. The user repeatedly performs the operation of shooting the ball 31 to guide the ball 31 into the cup 32 and compete with the opponent for a high score. In this embodiment, the game progression unit 113 causes the player character 30 to take back in response to a first operation (specifically, a swipe operation) by the user. Furthermore, the game progression unit 113 causes the player character 30 to start a downswing and hit the ball 31 in response to a second operation (specifically, an operation of releasing the swipe operation as the first operation) by the user. Furthermore, the game progression unit 113 calculates a destination point of the ball 31 based on the first operation and the second operation, and moves the ball 31 to the calculated destination point. The basic operation method of the golf game and the way the game proceeds (for example, the processing related to shots) can be the same as in conventional games.

[0107] In this embodiment, the user and the opponent progress through the game by alternately performing an operation of shooting the ball 31 on their own terminal devices 10. In other words, in the game of this embodiment, there are turns (in other words, scenes) in which the user performs an operation on an object (for example, the player character 30, the ball 31, or a predetermined UI, etc.) and turns in which the opponent performs an operation on an object (for example, the player character 30, the ball 31, or a predetermined UI, etc.).

[0108] Specifically, the game progresses as follows. First, in the turn in which the first user performs an operation, the first user performs an operation to shoot the ball 31 on his / her own terminal device 10. Then, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a display in which the player character 30 of the first user shoots the ball 31 based on the operation of the first user. At this time, the display control unit 114 of the terminal device 10 of the second user, who is the opponent, also causes the display unit 18 to display a display in which the player character 30 of the first user shots the ball 31 based on the operation of the first user. When the ball 31 is shot based on the operation of the first user, it becomes the second user's turn.

[0109] In the turn in which the second user performs an operation, the second user performs an operation to shoot the ball 31 on his / her own terminal device 10. Then, the display control unit 114 of the terminal device 10 of the second user causes the display unit 18 to display a display in which the player character 30 of the second user shoots the ball 31 based on the operation of the second user. At this time, the display control unit 114 of the terminal device 10 of the first user, who is the opponent, also causes the display unit 18 to display a display in which the player character 30 of the second user shots the ball 31 based on the operation of the second user. When the ball 31 is shot based on the operation of the second user, it becomes the first user's turn.

[0110] That is, in this embodiment, the second user's terminal device 10 also displays objects (e.g., the first user's player character 30, ball 31, or a predetermined UI, etc.) operated by the first user who is the second user's opponent, and displays how the objects move based on the operation of the first user.

[0111] A user's input operation and the display on the display unit 18 will be specifically described with reference to Fig. 7. The display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a display in which the player character 30 of the first user makes a take-back in response to the first operation (e.g., a swipe operation) of the first user (see Fig. 7(a1)). At this time, the display control unit 114 of the terminal device 10 of the second user also causes the display unit 18 to display a display in which the player character 30 of the first user makes a take-back in response to the first operation of the first user (see Fig. 7(b1)).

[0112] Next, the display control unit 114 of the terminal device 10 of the first user, in response to the second operation of the first user (for example, an operation of canceling the swipe operation as the first operation), causes the display unit 18 to display a display in which the player character 30 of the first user starts a downswing and hits the ball 31 by impacting the club with the ball 31 (see FIG. 7(a2)). At this time, the display control unit 114 of the terminal device 10 of the second user, in response to the second operation of the first user, also causes the display unit 18 to display a display in which the player character 30 of the first user starts a downswing and hits the ball 31 by impacting the club with the ball 31 (see FIG. 7(b2)).

[0113] Next, the display control unit 114 of the terminal device 10 of the first user causes the display unit 18 to display a display showing that the hit ball 31 flies along a trajectory according to the operation of the first user (see FIG. 7(a3)), and then causes the display unit 18 to display a screen showing the result of the operation (hereinafter referred to as a "result display screen 35") (see FIG. 7(a4)). At this time, the display control unit 114 of the terminal device 10 of the second user also causes the display unit 18 to display a display showing that the hit ball 31 flies along a trajectory according to the operation of the first user (not shown), and then causes the display unit 18 to display the result display screen 35 (see FIG. 7(b3)). On the result display screen 35, as a result of the operation, for example, a display showing that the ball has reached a destination according to the operation of the first user, a display regarding an evaluation of the operation of the first user, and a predetermined numerical value related to the result of the operation (for example, a numerical value indicating the flight distance or a numerical value indicating the remaining distance to the cup 32) are displayed. Here, the display related to the evaluation may be, for example, the display of the words "NICE SHOT" when the result of the first user's operation is a nice shot, or the display of the word "BIRDIE" when the ball goes in as a birdie.

[0114] In this embodiment, the operation acceptance unit 111 accepts an operation to skip a predetermined display based on an operation of an opponent (hereinafter, referred to as a "skip operation"). Specifically, when a first user performs an operation to shoot the ball 31 (for example, the second operation), the display control unit 114 of the terminal device 10 of the second user displays a skip button 37 as a UI for accepting the skip operation on the display unit 18 (see FIG. 7(b2)). Then, when the second user operates the skip button 37, the display control unit 114 of the terminal device 10 of the second user skips (in other words, omits) a display (for example, a display shown in FIG. 7(a3)) from the time the operation is performed until the result display screen 35 is displayed, and displays the result display screen 35 on the display unit 18 (see FIGS. 7(b2) and (b3)). Even if the second user operates the skip button 37, the display control unit 114 of the terminal device 10 of the first user does not skip the display between the time the operation is performed and the time the result display screen 35 is displayed (for example, the display shown in FIG. 7(a3)), but displays the display between the time and the time the result display screen 35 is displayed on the display unit 18 (see FIGS. 7(a2) to (a4)).

[0115] When the first user performs an operation to shoot the ball 31 (for example, the second operation), the display control unit 114 of the terminal device 10 of the first user may also display the skip button 37 as a UI for accepting a skip operation on the display unit 18 (see FIG. 7(a2)). Then, when the first user operates the skip button 37, the display control unit 114 of the terminal device 10 of the first user may skip (in other words, omit) the display (for example, the display shown in FIG. 7(a3)) from the time the operation is performed until the result display screen 35 is displayed, and may display the result display screen 35 on the display unit 18. In this case, even if the first user operates the skip button 37, the display control unit 114 of the terminal device 10 of the second user may not skip the display from the time the operation is performed until the result display screen 35 is displayed, or may skip it.

[0116] The game of this embodiment also has a chat function. Each user can communicate by chat with other users who play the game together (in other words, who participate in a specified event, who participate in the same virtual space, or who are synchronized). In other words, each user can communicate by chat with an opponent. Specifically, the game of this embodiment allows communication between users by voice chat.

[0117] Furthermore, the communication control unit 115 performs control to temporarily restrict predetermined communication between at least some of the multiple users participating in the match, depending on the progress of the game of each of the multiple users.

[0118] Specifically, when users participating in a match include a user whose game progress is in a first state and a user whose game progress is in a second state that is more advanced than the first state, the communication control unit 115 temporarily restricts communication via voice chat between the user in the first state and the user in the second state.

[0119] For example, during a match between a first user and a second user, the communication control unit 115 may restrict communication via voice chat between the first user and the second user from the time when the first user performs an operation to shoot the ball 31 until the result display screen 35 is displayed on the display unit 18 of the first user's terminal device 10.

[0120] Specifically, the communication control unit 115 restricts voice chat between the first user and the second user in a state where the second user operates the skip button 37 and the result display screen 35 related to the first user's operation is displayed on the display unit 18 of the second user's terminal device 10, but the result display screen 35 related to the first user's operation has not yet been displayed on the display unit 18 of the first user's terminal device 10 (for example, the first user has not operated the skip button 37 and a display showing the ball 31 flying in a trajectory corresponding to the first user's operation is displayed on the display unit 18 of the first user's terminal device 10).

[0121] In other words, in a match involving multiple users including a first user and a second user, the communication control unit 115 restricts communication via voice chat between a first user and a second user from when the first user performs a specified input operation and the result of the specified input operation is presented to the second user (in other words, displayed on the terminal device 10 of the second user) until the result of the specified input operation is presented to the first user (in other words, displayed on the terminal device 10 of the first user).

[0122] In addition, the communication control unit 115 may restrict voice chat between the first user and the second user in a state where the first user operates the skip button 37 and the result display screen 35 related to the first user's operation is displayed on the display unit 18 of the terminal device 10 of the first user, but the result display screen 35 related to the first user's operation has not yet been displayed on the display unit 18 of the terminal device 10 of the second user (for example, the second user has not operated the skip button 37 and a display showing the ball 31 flying in a trajectory corresponding to the first user's operation is displayed on the display unit 18 of the terminal device 10 of the second user).

[0123] In other words, the communication control unit 115 may restrict communication via voice chat between a first user and a second user in a match involving multiple users including a first user and a second user, from when the first user performs a specified input operation and the result of the specified input operation is presented to the first user (in other words, displayed on the terminal device 10 of the first user) to when the result of the specified input operation is presented to the second user (in other words, displayed on the terminal device 10 of the second user).

[0124] In other words, in a battle in which multiple users including a first user and a second user participate, the communication control unit 115 restricts communication by voice chat between the first user and the second user from when predetermined information is presented to one of the first user and the second user until the predetermined information is presented to the other user. Then, when the predetermined information is presented to the other user, the communication control unit 115 releases the restriction on communication by voice chat between the first user and the second user.

[0125] The communication control unit 115 does not restrict communication via voice chat between the first user and the second user during the period when the operation of shooting the ball 31 by the first user or the second user is being accepted (specifically, the period from when the result display screen 35 is displayed on the terminal device 10 of the first user and the terminal device 10 of the second user until the first user or the second user executes the operation of shooting the ball 31).

[0126] In this embodiment, the communication control unit 115 may also restrict communication by text chat (in other words, sending and receiving of text messages) instead of or in addition to restricting communication by voice chat. That is, in the game of this embodiment, each user may be able to communicate with an opponent by text chat. For example, when a predetermined input operation is performed, the communication control unit 115 instructs the display control unit 114 to display a chat window 50 on the display unit 18 (see FIG. 6). In the chat window 50, for example, an input field 51 for inputting a message is displayed. Then, by inputting a message in the input field 51, the message is sent to the opponent. The communication control unit 115 may temporarily restrict communication by text chat with the opponent, similar to the above-mentioned restriction on communication by voice chat.

[0127] (Send standard messages) In this embodiment or the first embodiment, during a period when communication via text chat (or voice chat) is restricted, it may be possible to send a standard message to a party with whom communication via text chat (or voice chat) is restricted.

[0128] Here, the sending of a fixed message will be explained. A fixed message can be considered to be a plurality of pre-registered messages as candidates for messages to be sent to an opponent. In contrast, a text message can be considered to be a character string created by a user (in other words, a character string that can be freely created).

[0129] The communication control unit 115 transmits a fixed message to the opponent based on the input operation of the user. For example, as shown in FIG. 8(a), the communication control unit 115 instructs the display control unit 114 to display on the display unit 18 a window display object 60 operated when sending a message to the opponent during a match with the opponent. In addition, when an input operation is performed on the window display object 60, the communication control unit 115 instructs the display control unit 114 to display on the display unit 18 a plurality of preregistered messages (in other words, fixed messages) as candidates for messages to be sent to the opponent. Specifically, when an input operation is performed on the window display object 60, the communication control unit 115 causes the display unit 18 to display a UI (hereinafter, referred to as a "selection window 62") that allows a message to be selected, as shown in FIG. 8(b). In addition, a plurality of fixed messages are displayed on the selection window 62. Then, when the operation reception unit 111 receives an input operation for selecting a standard message displayed in the selection window 62 (in other words, an operation for inputting a standard message), the communication control unit 115 transmits the selected standard message to the opponent. The communication control unit 115 of the user's terminal device 10 transmits the standard message to the communication control unit 115 of the opponent's terminal device 10 via the server 20. Then, the communication control unit 115 that has received the standard message instructs the display control unit 114 to display the received standard message on the display unit 18. That is, when the user performs an input operation for transmitting a standard message to the opponent on his / her own terminal device 10, the display control unit 114 of the opponent's terminal device 10 displays the transmitted standard message on the display unit 18.

[0130] In this embodiment, as shown in FIG. 8(c), a standard message 63 sent by a user to an opponent (in other words, a standard message selected in the selection window 62 or the like) is displayed on the left side of the display area of ​​the display unit 18 of the terminal device 10 of the user. A standard message 64 sent by the opponent to the user is displayed on the right side of the display area of ​​the display unit 18 of the terminal device 10 of the user. Note that the standard message 63 sent by a user to an opponent and the standard message 64 sent by an opponent to the user may be displayed in the chat window 50.

[0131] An example of a standard message is shown in Fig. 9. The standard message is stored in the storage unit 120, which serves as a message information storage unit. Each standard message may be stored as image information, for example. Information regarding the standard message may be stored in the storage unit 220. In other words, the display of the standard message on each terminal device 10 may be performed based on the information regarding the standard message stored in the storage unit 120, or may be performed based on the information regarding the standard message stored in the storage unit 220.

[0132] Furthermore, the standard messages may include two types of standard messages: verbal messages (in other words, verbal standard messages) and non-verbal messages (in other words, non-verbal standard messages). A verbal message is a message that includes text. A non-verbal message is a message that does not include text. In the example shown in FIG. 9, the standard messages arranged in the columns "Text Chat 1," "Text Chat 2," and "Text Chat 3" are verbal messages. Furthermore, the standard messages arranged in the columns "Emoticon 1," "Emoticon 2," "Character Stamp 1," and "Character Stamp 2" are non-verbal messages.

[0133] During a period in which communication by text chat (or voice chat) is restricted, when a user performs an input operation to send a fixed message to a party with whom communication by text chat (or voice chat) is restricted, the communication control unit 115 may send the fixed message to the party based on the input operation. Specifically, based on an input operation by the user to select a fixed message displayed in the selection window 62, the selected fixed message may be sent to the party. With this configuration, it is possible to enable users to communicate with each other by sending and receiving fixed messages while preventing spoilers, etc. Note that communication by fixed messages may also be restricted during a period in which communication by text chat (or voice chat) is restricted. The method of restriction may be the same as that of communication by text messages, and for example, the sending of fixed messages may be prohibited. Furthermore, the restriction on communication by fixed messages may be such that some types of fixed messages (e.g., verbal messages) cannot be sent, but other types of fixed messages (e.g., non-verbal messages) can be sent freely as in the non-restricted state. Furthermore, each of the multiple users may be able to set from his / her own terminal device 10 whether or not to perform control to temporarily restrict communication through sending and receiving fixed messages depending on the progress of each of the users in the game.

[0134] In the first or second embodiment, the display control unit 114 may provide the user with a display that allows the user to identify the other party with whom the predetermined communication is restricted (in other words, the display unit 18 may display the display). For example, the display control unit 114 may be capable of displaying a list of the names of the party members together with the movie in the movie part (for example, at the edge of the screen on which the movie is displayed), or displaying a list of the names of the party members during the operation of the player character in the play part (for example, at the edge of the play screen on which the game is played). In such a configuration, during a period in which the predetermined communication (for example, communication by voice chat, text chat, or sending and receiving fixed messages) is restricted, the display control unit 114 may display the names of the other party members with whom the predetermined communication is restricted in a predetermined color (for example, grayed out), attach a predetermined image indicating that the communication is restricted next to the name of the other party, or erase the name of the other party from the list only during the period in which the predetermined communication is restricted (in other words, display a list of only the names of the members who can communicate with the predetermined communication). Alternatively, the display control unit 114 may prevent party members whose specified communication is restricted from being displayed in the above-mentioned candidate list 53 (see FIG. 6) during the period in which the specified communication is restricted, or may display the names of those members in the candidate list 53 in a grayed-out state or display a specified image next to the names of those members indicating that communication is restricted.

[0135] Furthermore, in the first or second embodiment, when a specific communication with any user is restricted, the display control unit 114 may provide the user with a display indicating that a specific communication restriction is being implemented (hereinafter referred to as a "communication restriction display") (in other words, may cause the display unit 18 to display this). The above-mentioned display that allows identification of a party with whom the specific communication is restricted may also serve as the communication restriction display. Furthermore, the communication restriction display may not clearly indicate a party with whom the specific communication is restricted (in other words, it may simply indicate that a specific communication restriction is being implemented).

[0136] The configuration according to each embodiment described above may be applied to any type of game including the above-mentioned games. For example, it may be applied to a game in which users cooperate with each other to play (for example, an action game or a role-playing game). It may also be applied to a game in which users compete against each other.

[0137] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the present invention. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. The process flow described in this specification is merely an example, and the order and configuration of each process may be different. Some processes, such as the various determination processes shown in the flowchart, may not exist. In other words, the process flow and specific determination processes may be different from those exemplified in this specification.

[0138] <Additional Notes> The matters described in the above embodiment can also be described as follows.

[0139] (Appendix 1) Computer, A communication control means (e.g., a communication control unit 115) that enables predetermined communication between users; and a restricting means (e.g., a communication control unit 115) for temporarily restricting the predetermined communication between at least some of the plurality of users in accordance with the progress of the game of each of the plurality of users. program. According to such a configuration, in a situation where it is preferable to restrict the predetermined communication between users, such as a situation where spoilers may occur, it is possible to temporarily restrict the predetermined communication between users. Therefore, it is possible to improve the interest of the game by enabling the predetermined communication between users, while avoiding a decrease in interest that may occur due to enabling the predetermined communication, and it is possible to provide a highly interesting game. Note that the multiple users may be two users.

[0140] (Appendix 2) the plurality of users are users participating in a predetermined event, The limiting means limits the predetermined communication between at least some of the users for a predetermined period within the event in accordance with a progress status of the game of each of the users. 2. The program described in Appendix 1. According to this configuration, during a specified period within an event, it is possible to restrict certain communications between users for whom it is advisable to restrict certain communications in consideration of the progress of the game.

[0141] (Appendix 3) The limiting means is Temporarily restricting the predetermined communication between a first user of the plurality of users whose game progress is in a first state and a second user of the plurality of users whose game progress is in a second state that is more advanced than the first state; When a predetermined condition related to a difference in game progress between the first user and the second user is satisfied, the predetermined restriction on communication is lifted. 2. The program described in Appendix 1. According to this configuration, it is possible to temporarily restrict certain communications between users who have a certain difference in their game progress, and to lift the restriction in response to changes in the difference in the game progress.

[0142] (Appendix 4) the restricting means temporarily restricts the predetermined communication between a first user of the plurality of users whose game progress status is in a first state and a second user of the plurality of users whose game progress status is in a second state that is more advanced than the first state; During a predetermined period in which the predetermined communication between the first user and the second user is restricted, the predetermined communication between a third user among the plurality of users, whose game progress status is in the second status, and the second user is not restricted. 2. The program described in Appendix 1. With this configuration, it is possible to temporarily restrict specific communication between users who have a specific difference in their game progress, while allowing specific communication between users who do not have a specific difference in their game progress during the period in which the restriction is in place.

[0143] (Appendix 5) The computer, The device functions as a display control unit (for example, the display control unit 114) that provides a user with a display that enables the user to identify a user with whom the predetermined communication is restricted. 2. The program described in Appendix 1. According to such a configuration, it is possible to prevent a person from mistaking a party for whom certain communication is restricted as not being restricted and attempting to communicate with that party.

[0144] (Appendix 6) the predetermined communication is communication by sending and receiving voice, The restriction of the predetermined communication by the restriction means makes it impossible or difficult to hear the speech of the other user whose predetermined communication is restricted. 6. The program according to any one of appendices 1 to 5. According to such a configuration, communication by telephone can be restricted, and it is possible to prevent an unpleasant experience caused by the speech of the other party in a certain situation.

[0145] (Appendix 7) the predetermined communication is communication by sending and receiving a text message, The restriction of the predetermined communication by the restriction means restricts the exchange of text messages between the user and the other user with whom the predetermined communication is restricted. 6. The program according to any one of appendices 1 to 5. According to this configuration, communication through sending and receiving text messages can be restricted, and it is possible to prevent unpleasant experiences caused by text messages sent in certain situations.

[0146] (Appendix 8) The restricting means performs control so that a text message sent to a user who is restricted from a specific communication during a period in which the restriction is in effect can be recognized by the user after the restriction is lifted. 7. The program described in Appendix 7. With this configuration, communication through sending and receiving text messages can be restricted, preventing unpleasant experiences caused by text messages sent in certain situations, while still allowing the sending of text messages to be performed during the period when the restriction is in place.

[0147] (Appendix 9) A communication control means (e.g., a communication control unit 115) that enables predetermined communication between users; and a restriction means (e.g., a communication control unit 115) for temporarily restricting the predetermined communication between at least some of the plurality of users in accordance with the progress of the game of each of the plurality of users. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0148] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 115 Communication control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 220 Storage unit

Claims

1. Computer, A communication control means for enabling predetermined communication between users; and a restricting means for temporarily restricting the predetermined communication between at least some of the plurality of users in accordance with the progress of the game of each of the plurality of users. program.

2. the plurality of users are users participating in a predetermined event, The limiting means limits the predetermined communication between at least some of the users for a predetermined period within the event in accordance with a progress status of the game of each of the users. The program according to claim 1.

3. The limiting means is Temporarily restricting the predetermined communication between a first user of the plurality of users whose game progress is in a first state and a second user of the plurality of users whose game progress is in a second state that is more advanced than the first state; When a predetermined condition related to a difference in game progress between the first user and the second user is satisfied, the predetermined restriction on communication is lifted. The program according to claim 1.

4. the restricting means temporarily restricts the predetermined communication between a first user of the plurality of users whose game progress is in a first state and a second user of the plurality of users whose game progress is in a second state that is more advanced than the first state; During a predetermined period in which the predetermined communication between the first user and the second user is restricted, the predetermined communication between a third user among the plurality of users, whose game progress status is in the second status, and the second user is not restricted. The program according to claim 1.

5. The computer, The device functions as a providing means for providing a user with a display that enables the user to identify a user with whom the predetermined communication is restricted. The program according to claim 1.

6. the predetermined communication is communication by sending and receiving voice, The restriction of the predetermined communication by the restriction means makes it impossible or difficult to hear the speech of the other user whose predetermined communication is restricted. The program according to any one of claims 1 to 5.

7. the predetermined communication is communication by sending and receiving a text message, The restriction of the predetermined communication by the restriction means restricts the exchange of text messages between the user and the other user with whom the predetermined communication is restricted. The program according to any one of claims 1 to 5.

8. The restricting means performs control so that a text message sent to a user who is restricted from a specific communication during a period in which the restriction is in effect can be recognized by the user after the restriction is lifted. The program according to claim 7.

9. A communication control means for enabling predetermined communication between users; and a limiting means for temporarily limiting the predetermined communication between at least some of the plurality of users in accordance with a progress status of the game of each of the plurality of users. Information processing system.

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