Program, system, and method

By shifting the focus from immediate point acquisition to maintaining objects over time, the game system addresses issues of unfairness and enhances player engagement, creating a more strategic and skill-based competitive experience.

JP2025059923AActive Publication Date: 2025-04-10COLOPL
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Patent Information

Application Number
JP2023170328
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-29
Publication Date
2025-04-10
Estimated Expiration
2043-09-29

AI Technical Summary

Technical Problem

Existing competitive games that determine winners based on point acquisition within a time limit can lead to unfairness and decreased player interest, as the outcome may feel rushed or dependent on luck rather than skill.

Method used

The game system determines victory or loss based on the time required to maintain a certain number of objects in a virtual space, promoting a dynamic and skill-based gameplay experience.

Benefits of technology

This approach enhances player interest by creating a more engaging and fair competition, as players must strategically manage resources and time to succeed.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program capable of increasing amusement.SOLUTION: A program allows a computer to determine the outcome of a game corresponding to the amount of maintenance time in which the state of possessing a prescribed number of objects arranged in a virtual space is maintained.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to a program, a system, and a method. [Background technology]

[0002] Conventionally, there have been known battle games in which multiple characters battle on a field. One example of such a game is a method in which the winner is determined based on the number of points acquired within a time limit (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6265432 [Patent Document 2] Patent No. 7079531 Summary of the Invention [Problem to be solved by the invention]

[0004] An object of the present invention is to improve interest. [Means for solving the problem]

[0005] In order to solve the above problem, the program of the present invention causes a computer to determine the outcome of a game depending on the duration of time that a player maintains possession of a predetermined number of objects placed in a virtual space. Effect of the Invention

[0006] According to the present invention, interest can be improved. [Brief description of the drawings]

[0007] [Figure 1] 1 is a diagram showing an overview of a system according to an embodiment of the present invention; [Diagram 2]FIG. 2 is a hardware configuration diagram of a game server. [Diagram 3] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 4] FIG. 2 is a functional block diagram of the game server. [Diagram 5] FIG. 13 is a diagram illustrating an example of a field. [Figure 6] 13 is an example of a play screen in which an avatar faces another avatar. [Figure 7] 13 is an example of a game screen in which an avatar faces a standard jewel. [Figure 8] FIG. 13 illustrates a procedure for placing jewels over time. [Figure 9] 13A to 13C are diagrams showing the procedure for placing jewels according to the viewer's instructions. [Figure 10] 13A to 13C are diagrams showing the steps for placing mega jewels. [Figure 11] FIG. 13 is a diagram for explaining a method of acquiring jewels. [Figure 12] 13 is a flowchart of a measurement process. [Figure 13] 13 is a flowchart of a winning / losing determination process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various changes to the embodiment.

[0009] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are illustrated in FIG. 1, examples of the user terminals 20 included in the system 1 are not limited to these. The game server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. Specific examples of the communication network 2 are not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.

[0010] The system 1 is an online game system that provides an online game realized on a user terminal 20 by mutual communication between a game server 10 and a plurality of user terminals 20. The system 1 according to this embodiment provides a so-called "GvG (group match)" in which a plurality of players belong to one of two groups and play against each other. In other words, the system 1 according to this embodiment provides an online game in which a plurality of players belonging to the same group cooperate to play against a plurality of players belonging to another group.

[0011] More specifically, the game according to this embodiment progresses as a plurality of avatars each move on the field F. That is, in the game according to this embodiment, a plurality of avatars are divided into two groups and compete against each other. In this embodiment, an example in which a total of 12 people (i.e., 6 people vs. 6 people) compete against each other is described, but the number of players (avatars) that can participate in one game is not limited to this. Hereinafter, in a group competition, a group to which a plurality of players (avatars) belong is referred to as a "team."

[0012] An avatar is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. An avatar is an example of a character that is an alter ego of a player who operates within a field (virtual space) in a game. However, specific examples of characters are not limited to avatars in the form of humans, and may be animals, monsters, robots, etc.

[0013] Specific examples of the game are not limited to the above examples. As another example, some of the avatars constituting the group may be NPCs (Non Player Characters). As another example, the game may be a "PvP" game in which two avatars compete one-on-one. As yet another example, the game may be an offline game in which one avatar competes against one NPC. In this case, the game server 10 may be omitted. Furthermore, the game is not limited to a form in which avatars are operated on a field F.

[0014] Furthermore, the system 1 is a game distribution system that provides so-called "game distribution" in which images of an online game being executed on a user terminal 20 (hereinafter referred to as "game images") are viewed by users of other user terminals 20. Game distribution includes, for example, "real-time distribution" in which game images are viewed in parallel with the execution of an online game, and "recorded distribution" in which images recorded after the online game has ended are viewed.

[0015] Hereinafter, a user terminal 20 that plays a game may be referred to as a "play terminal 20," and a user terminal 20 that views game images may be referred to as a "viewing terminal 20." Furthermore, a user that operates a play terminal 20 may be referred to as a "player," and a user that operates a viewing terminal 20 may be referred to as a "viewer."

[0016] [Game Server 10 Configuration] The game server 10 realizes an online game by synchronizing game data (for example, field data, avatar data, jewel data, count data, etc., described below) of each of the multiple play terminals 20. The game server 10 also realizes game distribution by acquiring game images from the play terminals 20 and providing the acquired game images to the viewing terminals 20. Note that the server that realizes the online game and the server that realizes the game distribution are not limited to operating on the same hardware, and may operate on different hardware. However, the server that realizes the online game and the server that realizes the game distribution operate in cooperation with each other, as described below.

[0017] Fig. 2 is a hardware configuration diagram of the game server 10. The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in Fig. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.

[0018] The processor 11 realizes processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.

[0019] The memory 12 temporarily holds a server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.

[0020] The storage 13 permanently holds the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the game server 10 as an external storage device instead of being built into the game server 10. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.

[0021] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, a sensor, etc. to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.

[0022] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a Local Area Network (LAN) or a wireless communication interface such as Wireless Fidelity (Wi-Fi), Bluetooth (registered trademark), or Near Field Communication (NFC).

[0023] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD (Head Mounted Display) set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, as shown in FIG. 1, an example of the user terminal 20 as a tablet terminal will be described.

[0024] Fig. 3 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.

[0025] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the game server 10. The storage 23 also stores a terminal program 23P.

[0026] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.

[0027] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.

[0028] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0029] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. As another example, the user terminal 20 may include, as the operation device 42, a controller equipped with buttons, an operation stick, and the like.

[0030] [Game Server 10 Functional Block Diagram] Fig. 4 is a functional block diagram of the game server 10. As shown in Fig. 4, the server program 13P loaded into the memory 12 causes the game server 10 (computer) to function as game progression means 110, arrangement means 120, counting means 130, measurement means 140, storage means 150, determination means 160, and distribution means 170. The processes of the game progression means 110, arrangement means 120, counting means 130, measurement means 140, and storage means 150 are executed in parallel during the game. Furthermore, the process of the determination means 160 is executed after the game ends. Furthermore, the distribution means 170 is executed during the game (in-game) and after the game ends (out-game).

[0031] The game progression means 110 synchronizes and progresses the game among the multiple play terminals 20. More specifically, the game progression means 110 transmits game data necessary for the game to progress to all play terminals 20 participating in the game. The game progression means 110 also causes the multiple play terminals 20 participating in the game to share the game data. In other words, the game progression means 110 transmits game data received from one play terminal 20 to all other play terminals 20. This allows the game to progress synchronously among all play terminals 20. The processing executed by the game progression means 110 is an example of a game progression step.

[0032] The game progression means 110 develops, for example, a field F shown in Fig. 5 in the memory 22 of each of the multiple play terminals 20. More specifically, the game progression means 110 transmits field data indicating the field F to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P develops, in the memory 22, the field data received from the game server 10 via the communication IF 25. The field F is a virtual space in which the avatars of the players participating in the game can move.

[0033] FIG. 5 is a diagram showing an example of a field F. The field F includes terrain (e.g., plains, woods, hills, mountains, rivers, and oceans) and fixed objects (e.g., trees, bridges, and buildings). In addition, a plurality of avatars α1, α2, β1, β2, . . . and a plurality of jewels 51, 52, and 53 are arranged in the field F. A plurality of fields F with different sizes and layouts may be prepared for the game. The field F on which the game is executed may be selected by the player who hosts the game, or may be selected randomly by the game server 10.

[0034] In this embodiment, an example will be described in which a plurality of avatars are divided into teams α and β and compete against each other. Hereinafter, the avatars belonging to team α (first group) will be denoted as avatars α1, α2, . . . (first characters), and the avatars belonging to team β (second group) will be denoted as avatars β1, β2, . . . (second characters). Note that, for the sake of simplicity, four avatars α1, α2, β1, and β2 are illustrated in FIG. 5, but the number of avatars participating in the game is not limited to this.

[0035] The jewels 51 to 53 are items (objects) that determine the outcome of the game. In other words, the jewels 51 to 53 are distinguished from recovery items that restore the avatar's physical strength, attack items that attack other avatars, etc. The jewels 51 to 53 are placed on the field F by the placement means 120, which will be described later.

[0036] Furthermore, the game progression means 110 synchronously displays the game screens shown in Fig. 6 and Fig. 7 on the monitors 31 of the play terminals 20A. Note that the screens displayed on the monitors 31 of the multiple play terminals 20 are not necessarily the same. That is, the monitors 31 of the multiple play terminals 20 each display a screen of the field F constituting the game, taken from a viewpoint centered on the avatar of the corresponding player.

[0037] Here, "the game progression means 110 causes the play terminal 20 to display a screen" refers to the game progression means 110 instructing the terminal program 23P of the play terminal 20 to display a screen. Instructing to display a screen may refer to, for example, sending screen data for a screen to be displayed on the monitor 31, or sending information to be displayed on the screen (for example, numerical values, icons, images). In the following, these processes will be omitted. The same applies to the other control means.

[0038] Furthermore, the game progression means 110 causes the avatar to move on the field F in accordance with the player's operations on the play terminal 20. More specifically, the game progression means 110 causes the avatar to move on the field F, and causes the avatar to obtain or use items (e.g., jewels 51-53), and attack other avatars. Specific movements of the avatar will be described later with reference to Figs. 7 and 8 onwards.

[0039] Here, the terminal program 23P of the play terminal 20 accepts the player's operation to instruct the avatar's movement through the operation device 42. The terminal program 23P then transmits avatar data indicating the avatar's movement instructed by the player to the game server 10. The game server 10 progresses the game based on the received avatar data, and transmits game data indicating the results to all play terminals 20. The terminal program 23P progresses the game on that play terminal 20 (i.e., updates the state of the avatar on the field F deployed in its own memory 22) based on the received game data. Below, these processes will be omitted. The same applies to other control means.

[0040] In the above process, the feeling of playing may be impaired due to a time lag caused by communication between the game server 10 and the play terminal 20. Therefore, the terminal program 23P that has received an instruction to move the avatar may predict the outcome of the game and move the avatar in parallel with transmitting the avatar data to the game server 10. Then, the terminal program 23P may later correct (roll back) the movement of the avatar based on the game data received from the game server 10.

[0041] Furthermore, the game progression means 110 switches the state of the avatar between a alive state (first state) and a dead state (second state). The alive state is the state of an avatar that can move on the field F. The dead state is the state of an avatar that cannot move on the field F. At the start of the game, the game progression means 110 places all avatars participating in the game on the field F in an alive state. Furthermore, the game progression means 110 switches, for example, an avatar whose vitality has become 0 due to an attack from an avatar belonging to the opposing team from the alive state to the dead state. Furthermore, the game progression means 110 switches, for example, an avatar that has been switched to the dead state for a predetermined time and an avatar that has been resuscitated by an ally avatar from the dead state to the alive state.

[0042] Furthermore, the game progression means 110 controls the start and end of the game. For example, the game progression means 110 starts the game in response to six players being matched to each of the teams α and β. In addition, the game progression means 110 ends the game in response to the game having started satisfying a predetermined end condition. The end condition of the game will be described later with reference to FIG. 6 and subsequent figures.

[0043] The placement means 120 places the jewels 51-53 on the field F. More specifically, the placement means 120 transmits jewel data indicating the types and positions of the placed jewels 51-53 to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P of the play terminal 20 places the jewels 51-53 indicated by the jewel data received from the game server 10 on the field F expanded in the memory 22.

[0044] Jewels 51 to 53 include standard jewels 51, mega jewels 52, and death jewels 53. Standard jewels 51 are jewels to which X (e.g., X=1) points are assigned. Mega jewels 52 are jewels to which Y times (e.g., Y=5) the points of standard jewels 51 are assigned. Death jewels 53 are jewels that appear when an avatar is in a dead state. Death jewels 53 are jewels to which 1 / Z times (e.g., Z=2) the points of the jewel possessed by the deceased avatar are assigned. However, the specific values ​​of X, Y, and Z are not limited to the above examples.

[0045] That is, the placement means 120 can place multiple types of jewels 51-53 with different assigned points. However, the types of jewels 51-53 are not limited to the above-mentioned three. A specific method by which the placement means 120 places the jewels 51-53 on the field F will be described later with reference to Figs. 8-10. The process executed by the placement means 120 is an example of a placement step.

[0046] The counting means 130 counts (accumulates) the points assigned to the jewels 51 to 53 acquired by each avatar. The points counted for each avatar are referred to as "acquired points." The counting means 130 counts up the acquired points when the avatar acquires a jewel 51 to 53, and counts down the acquired points when the avatar loses a jewel 51 to 53. The counting means 130 also counts total points α (first value) which is the sum of the acquired points of avatars α1, α2, ... belonging to team α, and total points β (second value) which is the sum of the acquired points of avatars β1, β2, ... belonging to team β.

[0047] More specifically, the counting means 130 transmits count data indicating the counted acquired points and total points to all play terminals 20 participating in the game via the communication IF 15. The terminal program 23P of the play terminal 20 displays the acquired points and total points indicated by the count received from the game server 10 on a game screen (FIGS. 6 and 7) described below. The conditions for an avatar to acquire and lose jewels 51-53 will be described below with reference to FIG. 11. The process executed by the counting means 130 is an example of a counting step.

[0048] The counting means 130 also counts (accumulates) the points acquired by each player (avatar) participating in the game. The counting means 130 adds a predetermined number of points to the points acquired by the avatar, depending on, for example, the number and type of jewels 51 to 53 acquired by the avatar, the damage inflicted by the avatar on other avatars, the time during which the avatar was alive during the game, and the like.

[0049] The measurement means 140 measures the time during which the total points α of team α counted by the counting means 130 is maintained above a threshold (e.g., 12). The measurement means 140 also measures the time during which the total points β of team β counted by the counting means 130 is maintained above the threshold. A method for measuring the maintenance time by the measurement means 140 will be described later with reference to FIG. 12. However, the threshold is not limited to the above example. The threshold may be appropriately changeable depending on, for example, the number of avatars belonging to teams α and β, the time limit of the game, settings of the player who hosted the game, etc. The process executed by the measurement means 140 is an example of a measurement step.

[0050] The storage means 150 stores, for each of the teams α and β, the longest duration among the durations for which the measurement means 140 has stopped measuring, in association with the time at which the longest duration was achieved in the memory 22. The process executed by the storage means 150 is an example of a storage step.

[0051] The determination means 160 determines whether the game has been won. The determination means 160 determines whether the team α or β has won the game. More specifically, the determination means 160 determines whether the game has been won according to the duration of time that a player has maintained possession of a predetermined number of jewels 51 to 53 arranged on the field F. A specific method of determining whether the game has been won will be described later with reference to FIG. 13. The determination means 160 may also determine the player who has performed the most in the game (MVP). The process executed by the determination means 160 is an example of a determination step.

[0052] The distribution means 170 distributes game images of a game being executed on the play terminal 20 to the viewing terminal 20 (hereinafter referred to as "game distribution"). As one example, the distribution means 170 may receive game images from the play terminal 20 via the communication IF 15, and transmit the game images to the viewing terminal 20 via the communication IF 15. As another example, the distribution means 170 may generate image data for the play terminal 20 based on game data collected by the game progression means 110, and transmit the generated image data to the viewing terminal 20 via the communication IF 15. The process executed by the distribution means 170 is an example of a distribution step.

[0053] The game images are still images or moving images (video) displayed on the monitor 31 of the play terminal 20. The game images may also include images captured by the cameras 33, 34 of the play terminal 20. Furthermore, the game images may also include sound picked up by the microphone 35 of the play terminal 20 and sound output from the speaker 36 of the play terminal.

[0054] [Basic avatar movements] The play screen displayed on the monitor 31 of the play terminal 20 and the basic movements of the avatars will be described with reference to Figures 6 and 7. Figure 6 is an example of a play screen in which the avatar α1 faces another avatar β1. Figure 7 is an example of a play screen in which the avatar α1 faces a standard jewel 51.

[0055] The following description will be given taking the play terminal 20 operating the avatar α1 as an example, but the same applies to the other play terminals 20 participating in the game. A user operating the avatar α1 through the play terminal 20 is a "player." Moreover, a person operating an avatar other than the avatar α1 belonging to team α is a "cooperator." Furthermore, a person operating an avatar belonging to team β is an "opponent." The cooperator and the opponent may be a user operating the play terminal 20, or may be the server program 13P or the terminal program 23P.

[0056] First, the game progression means 110 causes the monitor 31 of the play terminal 20 to display a play screen shown in Fig. 6 or 7. The play screen includes an overhead image 60 captured by a virtual camera looking down on the avatar α1 from diagonally above (typically, from above and behind) on the field F. The virtual camera moves following the movement of the avatar α1. In other words, as the avatar α1 moves on the field F, the overhead image 60 displayed on the monitor 31 also changes.

[0057] Furthermore, the game progression means 110 displays a remaining timer 61, a mini map 62, a vitality gauge 63, an attack icon 64, an acquisition icon 65, avatar icons 66A to 66F and 67A to 67F, and total counters 68 and 69 on the play screen.

[0058] The remaining timer 61 displays the remaining time until the end of the game. That is, the game progression means 110 starts a countdown of a predetermined time limit (e.g., 30 minutes) at the timing when the game is started. Then, the game progression means 110 displays the remaining time of the time limit on the remaining timer 61.

[0059] The mini map 62 shows the situation around the avatar α1 on the field F (for example, the terrain, the positions and orientations of other avatars, the positions of items, the positions of the jewels 51 to 53, the total number of jewels 51 to 53 on the field F, and the positions of enemy characters).

[0060] The vitality gauge 63 indicates the maximum vitality and remaining vitality of the avatar α1. The attack icon 64 is an icon for instructing an attack on another avatar that has come within a predetermined distance. That is, as shown in FIG. 6, when the attack icon 64 is tapped while the avatar α1 is in close proximity to the avatar β1, the avatar α1 attacks the avatar β1. Then, damage calculated in consideration of the attack power of the avatar α1 and the defense power of the avatar β1 is subtracted from the vitality of the avatar β1. On the other hand, when the avatar α1 is attacked by the avatar β1, the calculated damage is subtracted from the remaining vitality indicated by the vitality gauge 63. Then, the game progression means 110 switches the avatar α1 whose remaining vitality has become 0 from a living state to a dead state.

[0061] An attack may be a physical attack using a weapon, a magical attack, an attack using an item, etc. Furthermore, the distance (i.e., range) between the avatars α1 and β1 at which an attack is possible varies depending on the type of attack. Furthermore, attacks are not limited to those that reduce the avatar's physical strength, but may also include those that temporarily disable the avatar (stun state), those that limit the avatar's actions (e.g., slow down the movement speed), etc.

[0062] The acquisition icon 65 is an icon for instructing acquisition of the jewels 51 to 53. As shown in FIG. 7, when the avatar α1 enters a predetermined range (hereinafter, referred to as the "acquirable range") that includes the jewel 51, the acquisition icon 65 is displayed on the play screen. On the other hand, as shown in FIG. 6, when the avatar α1 exits the acquireable range of the jewel 51, the acquisition icon 65 is removed from the play screen. Then, when the acquisition icon 65 is pressed and held while the avatar α1 enters the acquireable range of the jewel 51, the avatar α1 acquires the jewel 51. A specific method in which the avatar α1 acquires the jewel 51 will be described later with reference to FIG. 11. The player's operation of pressing and holding the acquisition icon 65 is an example of an acquisition operation.

[0063] Furthermore, while the acquisition operation is being performed, the game progression means 110 causes the avatar α1 to perform an acquisition action for acquiring the jewels 51 to 53 (for example, a pose with both hands facing the jewels 51 to 53). Furthermore, while the acquisition icon 65 is being pressed, the game progression means 110 restricts (prohibits) the avatar α1 from performing actions other than the acquisition action (for example, movement, attacking other avatars, and use of items).

[0064] The avatar icons 66A to 66F are icons indicating a plurality of avatars belonging to team α. The avatar icons 66A to 66F also display the currently acquired points of the corresponding avatar. Furthermore, the display manner of the avatar icons 66A to 66F may change depending on the state of the corresponding avatar (e.g., alive state, dead state). For example, when the avatar α1 is in the dead state, the corresponding avatar icon 66A may be grayed out. The avatar icons 67A to 67F are icons indicating a plurality of avatars belonging to team β. The role of the avatar icons 67A to 67F is the same as that of the avatar icons 66A to 66F.

[0065] The total points of teams α and β are displayed on the total counters 68 and 69. Furthermore, the remaining points until the total points of teams α and β reach a threshold are displayed above the total counters 68 and 69.

[0066] [Rules for placing jewels 51-53] The rules for arranging the jewels 51 to 53 by the arranging means 120 will be described with reference to Figs. 8 to 10. Fig. 8 is a diagram showing the procedure for arranging the jewels 51 over time. Fig. 9 is a diagram showing the procedure for arranging the jewels 51 according to the viewer's instructions. Fig. 10 is a diagram showing the procedure for arranging the mega jewel 52.

[0067] First, as shown in Fig. 5, the placement means 120 places standard jewels 51 in one or more (typically, multiple) positions at the start of the game. The number and positions of the standard jewels 51 at the start of the game may be determined in advance or may be determined randomly. However, it is preferable to place the standard jewels in a dispersed manner on the field F so as not to increase the sense of unfairness between teams α and β.

[0068] As shown in FIG. 8, the arranging means 120 additionally arranges standard jewels 51 on the field F according to the time that has elapsed since the start of the game. For example, when 30 seconds have elapsed since the start of the game, the arranging means 120 arranges the standard jewels 51 at four positions randomly selected from the five candidate positions A, B, C, D, and E shown in FIG. 8(A). For example, when 60 seconds have elapsed since the start of the game, the arranging means 120 arranges the standard jewels 51 at three positions randomly selected from the four candidate positions F, G, H, and I shown in FIG. 8(B). For example, when 120 seconds have elapsed since the start of the game, the arranging means 120 arranges the standard jewels 51 at two positions randomly selected from the four candidate positions J, K, L, and M shown in FIG. 8(C).

[0069] Thereafter, each time a predetermined time elapses, a standard jewel 51 is added to the field F in the same manner. However, the timing at which the standard jewel 51 is added, the number of candidate positions, and the number of standard jewels 51 to be added are not limited to the above example. Furthermore, the method of determining the position at which the standard jewel 51 is placed from among a plurality of candidate positions may be random, may be a position with a small number of avatars in the vicinity, or may be a position with a small number of other jewels 51 to 53 in the vicinity.

[0070] Furthermore, the placement means 120 may place the standard jewel 51 at a position on the field F designated by the viewer when a predetermined time has elapsed since the start of the game. For example, as shown in FIG. 9, assume that four viewing terminals 20A to 20D are viewing a game image. The placement means 120 displays a field image 54 shown in FIG. 9 on the monitors 31 of the viewing terminals 20A to 20D when a predetermined time has elapsed since the start of the game. The field image 54 includes a plurality of candidate positions N, O, P, and Q set on the field F. The candidate positions N, O, P, and Q may be determined in advance or may be selected randomly. Furthermore, the positions and the number of the candidate positions N, O, P, and Q are not limited to the example of FIG. 9.

[0071] Next, the arrangement means 120 causes each of the multiple viewers to specify one of the multiple candidate positions N, O, P, and Q through the viewing terminals 20A to 20D. In this embodiment, it is assumed that the candidate position Q is specified by the viewing terminal 20A, the candidate position N is specified by the viewing terminal 20B, the candidate position P is specified by the viewing terminal 20C, and the candidate position P is specified by the viewing terminal 20D. Next, the arrangement means 120 selects one of the multiple viewing terminals 20A to 20D by lottery (for example, the viewing terminal 20A). Then, the arrangement means 120 arranges the standard jewel 51 at the candidate position Q specified through the viewing terminal 20A selected by lottery. As another example, the arrangement means 120 may arrange the standard jewel 51 at the candidate position P specified through the most viewing terminals 20C and 20D among the multiple candidate positions N, O, P, and Q.

[0072] However, the specific method of placing the standard jewel 51 is not limited to the above example. As another example, the placing means 120 may place the standard jewel 51 at a predetermined position at a predetermined timing. As yet another example, when team α becomes more advantageous than team β, the placing means 120 may place the standard jewel 51 near the avatars β1, β2, ... belonging to the disadvantaged team β. The above-mentioned method of placing the standard jewel 51 can also be applied to the mega jewel 52.

[0073] The arranging means 120 may or may not arrange the mega jewel 52 on the field F at the start of the game. The arranging means 120 may arrange the mega jewel 52 at a timing when a predetermined time has elapsed since the start of the game. First, the arranging means 120 sets, for example, a plurality of candidate areas R, S, and T shown by dashed lines in FIG. 10 on the field F. The arranging means 120 also counts the number of avatars arranged in each of the candidate areas R, S, and T. Then, the arranging means 120 arranges the mega jewel 52 in the candidate area S having the fewest number of avatars. The arranging means 120 may arrange the mega jewel 52, for example, in the center position of the candidate area S.

[0074] The number and positions of the candidate regions R, S, T are not limited to the example in FIG. 10. The shapes of the candidate regions R, S, T are not limited to perfect circles, but may be ovals, rectangles, or other shapes. The areas of the candidate regions R, S, T may be the same or different. For example, the areas of the candidate regions in the center and on the outer edge of the field F may be different. However, the specific method of arranging the mega jewels 52 is not limited to the above example. The above-mentioned method of arranging the mega jewels 52 is also applicable to the standard jewels 51.

[0075] Furthermore, the placement means 120 may execute a notification to all play terminals 20 participating in the game before placing the mega jewel 52 and at the time when the mega jewel 52 is placed. That is, the placement means 120 may cause a message "Event occurring soon!" to be displayed on the monitor 31 of the play terminal 20 before placing the mega jewel 52 (for example, one minute before). The placement means 120 may also cause a message "Mega jewel appears!" to be displayed on the monitor 31 of the play terminal 20 at the timing when the mega jewel 52 is placed.

[0076] Furthermore, when the avatar is in a dead state, the arranging means 120 arranges the death jewel 53 on the field F. More specifically, the arranging means 120 arranges the death jewel 53 at the position of the dead avatar on the field F. The arranging means 120 may arrange the death jewel 53 at a predetermined position, a random position, or a position determined by the method of Figs. 8 to 10. The arranging means 120 may also distribute and arrange (1 / Y) death jewels 53, which are the number of points acquired by the avatar at the time of the death, on the field F. The points allocated to the death jewels 53 in this case may be the same as those allocated to the standard jewels 51.

[0077] [Rules for obtaining Jewel 51] The procedure by which avatar α1 obtains jewel 51 will be described with reference to Fig. 11. Fig. 11 is a diagram for explaining a method for obtaining jewel 51. The method for obtaining other jewels 52 and 53 is similar. The method for other avatars to obtain jewels 51 to 53 is also similar. From the viewpoint of avatar α1, other avatars belonging to the same team α are referred to as "ally avatars", and avatars belonging to opposing team β are referred to as "opponent avatars".

[0078] An obtainable range and an obtainment time are set for the jewel 51. The obtainable range is, for example, a circle centered on the jewel 51. However, the shape of the obtainable range may be an ellipse, a rectangle, or another shape. The size of the obtainable range of the jewels 51 to 53 may differ. For example, the obtainable range may be set smaller for the jewels 51 to 53 with more obtainable points. The obtainment time is the duration of the obtainment operation required to obtain the jewel 51. The obtainment times of the jewels 51 to 53 may differ. For example, the obtainable time may be set longer for the jewels 51 to 53 with more obtainable points.

[0079] As shown in FIG. 11(A), the counting means 130 measures the duration during which the avatar α1, who has entered the obtainable range of the jewel 51, continues the obtainment action (i.e., long press on the obtainment icon 65). At this time, the counting means 130 may display an indicator 51A indicating the duration of the obtainment action of the avatar α1 above the jewel 51. Then, when the duration reaches the obtainment time (e.g., 10 seconds), the counting means 130 causes the avatar α1 to obtain the jewel 51. Furthermore, the jewel 51 obtained by the avatar α1 disappears from the field F.

[0080] On the other hand, if the avatar α1 stops the acquisition operation before the duration reaches the acquisition time, the counting means 130 stops measuring the duration. Also, the counting means 130 counts back the duration measured up to that point as time passes. Also, if the avatar α1 resumes the acquisition operation, the counting means 130 resumes measuring the duration from the middle (i.e., resumes measuring from the duration that was counted back).

[0081] Also, as shown in FIG. 11(B), when multiple avatars α1 and β1 belonging to different teams α and β enter the obtainable range of the same jewel 51 and perform the obtainment action, the counting means 130 measures the duration of the obtainment action of the avatars α1 and β1 separately. At this time, the counting means 130 may display indicators 51A and 51B indicating the duration of the obtainment action of each of the avatars α1 and β1 above the jewel 51. Then, when the duration of the avatar α1 reaches the obtainment time first, the counting means 130 allows the avatar α1 to obtain the jewel 51. On the other hand, when the duration of the avatar β1 reaches the obtainment time first, the counting means 130 allows the avatar β1 to obtain the jewel 51.

[0082] Also, as shown in FIG. 11(C), when multiple avatars α1 and α2 belonging to the same team α enter the obtainable range of the same jewel 51 and perform the obtainment action, the counting means 130 increases the progress speed of the duration compared to when only avatar α1 enters the obtainable range of the jewel 51. For example, if the number of avatars who have entered the obtainable range of the same jewel 51 is two, the progress speed can be doubled, and if the number of avatars is three, the progress speed can be tripled. Then, when the measured duration reaches the obtainment time, the counting means 130 allows avatar α1 (hereinafter referred to as "voter") who started the obtainment action first to obtain the jewel 51.

[0083] 11(D), when avatar α1, who is a voter and is one of avatars α1 and α2 that are within the obtainable range of the same jewel 51, stops the obtainment action, the counting means 130 switches the voter from avatar α1 to avatar α2 and restores the progress speed of the duration. Then, when avatar α1 resumes the obtainment action before the duration reaches the obtainment time, the counting means 130 increases the progress speed of the duration while keeping avatar α2 as the voter.

[0084] When avatar α1 acquires a jewel 51, counting means 130 adds (counts up) the points allocated to said jewel 51 to the acquired points of avatar α1. Also, counting means 130 adds (counts up) the points newly acquired by avatar α1 to the total points α. On the other hand, when avatar α1 is switched to a death state, counting means 130 sets the acquired points of avatar α1 to 0 (counts down). Also, counting means 130 subtracts (counts down) the acquired points lost by avatar α1 from the total points α.

[0085] [Rules for measuring maintenance time] The procedure for measuring the sustained time by the measuring means 140 will be described with reference to Fig. 12. Fig. 12 is a flowchart of the measurement process. The measuring means 140 executes the measurement process shown in Fig. 12 in response to any of the avatars belonging to team α obtaining the jewel 51. The same applies when any of the avatars belonging to team β obtains the jewel 51.

[0086] First, the measurement means 140 judges whether the total points α of team α is equal to or greater than a threshold value (S11). The measurement means 140 also judges whether the total points α of team α is greater than the total points β of team β (S12). If the measurement means 140 judges that the total points α is equal to or greater than the threshold value and greater than the total points β (S11: Yes & S12: Yes), it starts measuring the sustained time (S13).

[0087] On the other hand, when the measurement means 140 determines that the total points α is less than the threshold value or that the total points α is equal to or less than the total points β (S11: No / S12: No), it ends the measurement process without executing the processes in and after step S13 (i.e., without starting to measure the maintenance time). In this case, the game progression means 110 continues to progress the game.

[0088] Next, the measurement means 140 determines whether or not the maintenance time of team α, which started in step S13, has reached a threshold time (e.g., 30 seconds) (S14). The measurement means 140 may count down the maintenance time from the threshold time, or may count up the maintenance time from 0. Then, the game progression means 110 may display the current value of the maintenance time measured by the measurement means 140 on the game screen of the play terminal 20 participating in the game.

[0089] Then, when the measurement means 140 determines that the maintenance time of team α has reached the threshold time (S14: Yes), it notifies the game progression means 110 and the determination means 160 that the maintenance time of team α has reached the threshold time, and ends the measurement process. As a result, the game progression means 110 ends the game without waiting for the time limit to elapse. In addition, the determination means 160 executes the win / lose determination process shown in FIG.

[0090] Furthermore, the measurement means 140 judges whether the total points α has fallen below the threshold (S15) and whether the total points α has become equal to or less than the total points β (S16) until the duration of team α reaches the threshold time (S14: No). The total points α falls below the threshold when, for example, an avatar belonging to team α is switched to a dead state, and the total points α is counted down by the points acquired by that avatar. The total points α becomes equal to or less than the total points β when, for example, an avatar belonging to team β acquires additional jewels 51 to 53.

[0091] Then, if the measurement means 140 determines that the total points α have fallen below the threshold (S15: Yes) or that the total points α have become equal to or less than the total points β (S16: Yes) before the maintenance time of team α reaches the threshold time (S14: No), the measurement means 140 ends the measurement of the maintenance time that was started in step S13 (S17).

[0092] Furthermore, when the measurement means 140 ends the measurement of the sustained time midway (S17), the storage means 150 compares the sustained time of team α stored in the memory 22 with the sustained time measured in step S17 (S18). When the sustained time measured in step S17 is longer than the sustained time of team α stored in the memory 22 (S18: Yes), the storage means 150 stores the sustained time measured in step S17 and the achievement time (execution time of step S17) in association with each other in the memory 22, and ends the measurement process. On the other hand, when the sustained time measured in step S17 is equal to or shorter than the sustained time of team α stored in the memory 22 (S18: No), the storage means 150 does not execute the process of step S19 and ends the measurement process.

[0093] In step S19, the storage means 150 overwrites the maintenance time and achievement time already stored in the memory 22 with the maintenance time and achievement time whose measurement was stopped in step S17. That is, the memory 22 stores, in association with each other, the longest maintenance time α among the maintenance times of team α whose measurement was stopped midway through the game, and the achievement time α at which the longest maintenance time was achieved. Similarly, the memory 22 stores, in association with each other, the longest maintenance time β among the maintenance times of team β whose measurement was stopped midway through the game, and the achievement time β at which the longest maintenance time was achieved. In this case, the game progression means 110 continues to progress the game.

[0094] [Winning and losing rules] The procedure for determining the outcome of a game by the determination means 160 will be described with reference to Fig. 13. Fig. 13 is a flowchart of the outcome determination process. When the duration of one of the teams α and β reaches a threshold time, or when the elapsed time since the start of the game reaches a time limit, the determination means 160 executes the outcome determination process shown in Fig. 13.

[0095] First, the determination means 160 determines whether the game has ended because the maintenance time of team α or team β measured by the measurement means 140 has reached a threshold time (S21). Then, when the determination means 160 determines that the maintenance time of team α has reached the threshold time first (S21: Yes), it determines that team α has won (S22). On the other hand, when the determination means 160 determines that the maintenance time of team β has reached the threshold time first (S21: Yes), it determines that team β has won (S22).

[0096] Furthermore, when the determination means 160 determines that the game ended without the maintenance times of teams α and β reaching the threshold time (S21: No), it compares the longest maintenance times α and β stored in the memory 22 (S23). When the determination means 160 determines that the longest maintenance time α is longer than the longest maintenance time β (S23: Yes), it determines that team α has won (S24). On the other hand, when the determination means 160 determines that the longest maintenance time β is longer than the longest maintenance time α (S23: Yes), it determines that team β has won (S24).

[0097] Furthermore, when the determination means 160 determines that the longest maintenance times α and β stored in the memory 22 are the same (S23: No), it compares the achievement times α and β stored in the memory 22 (S25). Then, when the determination means 160 determines that the achievement time α is earlier than the achievement time β, it determines that team α has won. On the other hand, when the determination means 160 determines that the achievement time β is earlier than the achievement time α, it determines that team β has won.

[0098] Furthermore, the determining means 160 may determine the ranking of the 12 players who participated in the game for each of a plurality of divisions. Specific examples of divisions include points acquired at the end of the game, the cumulative number of points acquired during the game, the number of times an ally avatar helped acquire jewels, the number of opponent players defeated, the number of points lost by defeating opponent players, and the cumulative amount of damage inflicted on opponent players.

[0099] Furthermore, the determination means 160 may determine the MVP from among the 12 players who participated in the game. First, the determination means 160 determines the player with the most acquired points as the MVP. Also, when multiple players have acquired the most acquired points, the determination means 160 determines the player of the winning team as the MVP. Also, when multiple players belonging to the same team have acquired the most acquired points, the determination means 160 determines the player with the most acquired points at the end of the game, the player with the most accumulated number of acquired points, the player with the fewest death states, or the player with the most first place acquisitions in each division as the MVP. However, the method of determining the MVP is not limited to the above-mentioned example.

[0100] [Effects of the embodiment] According to the above embodiment, it is determined that team α has won when the time during which the total points α is maintained above the threshold reaches the threshold time. This makes it possible to provide a game in which players of losing team β are less likely to feel a sense of unfairness, compared to a game in which the victory or defeat is determined based on the number of points at the moment the game ends. As a result, the entertainment value of the game is improved.

[0101] According to the above embodiment, when the time limit has elapsed before the maintenance times of teams α and β reach the threshold time, the outcome of the game is determined based on the length of the longest maintenance times α and β and the earliest achievement times α and β, so that the outcome of the game can be determined reliably. Also, the maintenance time is measured only while the total points α is greater than the total points β, so that it is possible to prevent the maintenance times of teams α and β from reaching the threshold time at the same time and to prevent the achievement times α and β from becoming the same. This makes it possible to reliably determine the outcome of the game.

[0102] However, the method of determining whether or not a game has won when it is determined that the sustained times α and β have not reached the threshold time is not limited to the example of steps S23 to S25. As another example, it may be determined that the team with the greater total points α and β at the end of the game has won. As another example, the determination means 160 may determine that the team with the greater accumulated number of total points α and β during the game has won. As another example, the determination means 160 may determine that the team with the longer accumulated time during which the total points α and β are equal to or greater than the threshold has won.

[0103] As yet another example, the game progression means 110 may conduct overtime when the time limit is reached with the total points α and β being equal and equal to or greater than the threshold. The game progression means 110 may also end overtime when a difference occurs between the total points α and β (for example, when team α gains a point or team β loses a point). Then, the determination means 160 may determine that the team with the greater number of total points has won.

[0104] According to the above embodiment, an avatar that has acquired points loses the acquired points when the avatar switches to a dead state. This counts down the total points α and β, so even if there is a large difference between the total points α and β in the early stages of the game, there is a good chance of a comeback. As a result, the player can maintain motivation to continue playing the game until the end.

[0105] Furthermore, according to the above embodiment, the avatar can acquire the jewels 51 to 53 by having the avatar continue the acquisition action for the acquisition time. This increases the difficulty of acquiring the jewels 51 to 53 compared to having the avatar acquire the jewels 51 to 53 by performing an instantaneous acquisition action. As a result, the sense of unfairness due to the positions of the jewels 51 to 53 is reduced.

[0106] According to the above embodiment, the progress speed of the duration is increased by performing the acquisition action in cooperation with a plurality of avatars belonging to the same team. This allows a cooperative game in which the team cooperates closely. Furthermore, the duration is measured individually by performing the acquisition action with respect to the same jewels 51 to 53 with a plurality of avatars belonging to different teams. Therefore, a cooperative game in which the team cooperates closely can be realized, for example, by dividing the role of acquiring the jewels 51 to 53 and the role of defeating the avatars of the opposing team.

[0107] Furthermore, according to the above embodiment, by placing additional jewels 51-52 as time passes, or by placing mega jewels 52 and death jewels 53 in addition to the standard jewels 51, a chance for a comeback is created for a team that is at a disadvantage at that point in time. Also, by placing the jewels 51-52 in areas with few avatars, a sense of unfairness due to the positions of the jewels 51-52 is reduced. Furthermore, by placing the jewels 51-52 in positions designated by the viewer, the viewer also feels as if he or she is participating in the game, which can motivate the viewer to watch the game images.

[0108] [Other embodiments] The game progression means 110 may restore the vitality of each avatar participating in the game every time a predetermined time has elapsed. As one example, the predetermined time and the amount of recovery may be common to all avatars. As another example, the predetermined time may be shorter and the amount of recovery may be greater for an avatar with less remaining vitality. This allows an avatar with less remaining vitality to participate in the game again. As yet another example, the predetermined time may be longer and the amount of recovery may be smaller for an avatar with more acquired points. This promotes an increase and decrease in acquired points, since avatars with more acquired points are more likely to be in a dead state.

[0109] Furthermore, the game progression means 110 may change (reduce) the movement speed of the avatar according to the acquired points. More specifically, the game progression means 110 may slow down the movement speed of an avatar with more acquired points. For example, if the movement speed at 0 points is 100%, then it may be 80% at 3 points, 70% at 5 points, and 0.5% at 10 points or more. This makes it easier to capture (attack) avatars with many acquired points, facilitating the increase and decrease of acquired points.

[0110] Furthermore, the game progression means 110 may cause an enemy character (e.g., a monster) to appear on the field F at the start of the game or during the game. The enemy character attacks an avatar that is nearby, without distinguishing between teams α and β. Alternatively, the enemy character may attack preferentially an avatar that has acquired a large number of points. Meanwhile, by defeating an enemy character, an avatar can acquire an item that is advantageous in the game (e.g., increasing the speed at which the duration of the acquisition action progresses, or temporarily slowing the movement speed of an avatar of the opposing team). Furthermore, the determination means 160 may determine a ranking of the number of enemy characters defeated.

[0111] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles between the game server 10 and the user terminal 20 is not limited to the above example. That is, part of the processing of the game server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the game server 10.

[0112] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet. [Explanation of symbols]

[0113] 1...system, 2...communication network, 10...game server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 51...standard jewel, 51A, 51B... indicator, 52... mega jewel, 53... death jewel, 54... field image, 60... bird's-eye view image, 61... remaining timer, 62... mini map, 63... health gauge, 64... attack icon, 65... acquisition icon, 66, 67... avatar icon, 68, 69... total counter, 110... game progression means, 120... placement means, 130... counting means, 140... measurement means, 150... storage means, 160... determination means, 170... distribution means

Claims

1. A program that causes a computer to determine the outcome of a game based on the duration of time that the computer maintains possession of a predetermined number of objects placed in a virtual space.

2. The program according to claim 1, The computer includes: counting a first value corresponding to the number of the objects acquired by a player of the game and a second value corresponding to the number of the objects acquired by an opponent of the player; Measure the duration during which the first value is maintained equal to or greater than a threshold value; A program that determines that the player has won when the maintained time reaches a threshold time.

3. The program according to claim 2, The computer starts measuring the maintenance time when the first value is equal to or greater than the threshold value and is greater than the second value.

4. The program according to claim 2, The computer program is configured to count up the first value when a duration of a capture operation performed by the player on the object reaches a predetermined capture time.

5. The program according to claim 4, The computer is a program that, when both the player and the opponent are performing the acquisition operation on the same object, counts up the first value if the duration of the player reaches the acquisition time first.

6. The program according to claim 4, The computer program is configured to increase the rate at which the duration progresses when the player is performing the acquisition operation together with a collaborator for the same object.

7. The program according to claim 2, The computer includes: The player is switchable between a first state in which the player can operate in the virtual space and a second state in which the player cannot operate in the virtual space, A program that counts down the first value when the player is switched to the second state.

8. The program according to claim 7, The program in the computer causes the measurement of the maintenance time to end midway when the first value decreases to be less than the threshold value.

9. The program according to claim 2, The program in the computer causes the measurement of the maintenance time to end midway when the first value becomes equal to or less than the second value.

10. The program according to claim 8 or 9, a program that causes the computer to associate the longest maintenance time among the maintenance times whose measurement was terminated halfway with the time at which the longest maintenance time was achieved, and store the associations in a memory.

11. The program according to claim 10, The computer includes: if the maintained time does not reach the threshold time before the time limit has elapsed since the start of the game, the game is ended; A program that determines that the player has won if the longest maintenance time of the player stored in the memory is longer than the longest maintenance time of the opponent when the time limit has elapsed and the game has ended.

12. The program according to claim 11, The computer is a program that determines that the player has won if the longest maintenance time of the player and the longest maintenance time of the opponent are the same and the achievement time of the player stored in the memory is earlier than the achievement time of the opponent.

13. The program according to claim 2, A program that causes the computer to additionally place the object in the virtual space according to the time that has elapsed since the game was started.

14. The program according to claim 13, The computer program places the object in a candidate area having the fewest number of characters operated by the player or the opponent out of a plurality of candidate areas set in the virtual space.

15. The program according to claim 13, The computer program places the object at a position within the virtual space specified by a viewer viewing images of the game.

16. The program according to claim 13, The program, wherein the computer is capable of placing a plurality of types of the objects, each of which has a different assigned point.

17. The program according to claim 7, A program that causes the computer to place the object at the position of the player in the virtual space when the player is switched to the second state.

18. 18. The program according to claim 17, The computer program assigns to the object positioned at the position of the player in the second state points that are less than the first value at the time the player was switched to the second state.

19. The program according to claim 2, The computer is a program that counts the first value corresponding to the total number of the objects acquired by the player and the helper, and the second value corresponding to the total number of the objects acquired by multiple opponents.

20. A system that determines the outcome of a game based on the amount of time a player maintains possession of a certain number of objects placed in a virtual space.

21. A method for determining whether a player wins or loses a game based on the duration of time that the player maintains possession of a predetermined number of objects placed in a virtual space.

Citation Information

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