Information processing device, game control program, and game control method

By introducing a ‘specific friend’ system in online games, the problem of users having difficulty in inviting friends to participate in the game during non-limited events has been solved, and higher game social interaction and participation are achieved.

JP2025061892AActive Publication Date: 2025-04-11MIXI INC
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Patent Information

Application Number
JP2025012434
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-28
Publication Date
2025-04-11
Estimated Expiration
2040-03-23

AI Technical Summary

Technical Problem

In online games, it is difficult for users to invite friends to participate in the game during non-limited events.

Method used

By introducing a ‘specific friend’ system in the game, the system will randomly identify a specific friend and provide specific cooperation achievements and rewards in the game to increase the user’s motivation to cooperate with specific friends.

Benefits of technology

It makes it easier for users to invite and work with friends, and improves social interaction and engagement in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technique which makes it easy to invite a friend to a game.SOLUTION: An information processing device comprises: a determination unit which, in a game playable by a plurality of users, determines as a specific friend one of one or more friends being users other than a first user who are registered in association with the first user; and a game control unit which, when the first user plays a game with the specific friend, generates an effect more advantageous for the progress of the game than when the first user plays the game with a friend not determined as the specific friend.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to an information processing device, a game control program, and a game control method. [Background technology]

[0002] In recent years, communication terminals with touch panel displays such as smartphones have become widespread, and each user has his or her own communication terminal. In this context, a service that provides users with community-type services on the Internet, that is, a social networking service (hereinafter referred to as "SNS"), is known. One such SNS provides online games (social games) to users.

[0003] In online games, a friend relationship is established between users when one user sends a friend request to another user and the other user accepts the friend request. Once a friend relationship is established, the users who are friends can play the game together in a multiplayer mode in which multiple people can play the same stage, quest, etc. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2016-59800 A Summary of the Invention [Problem to be solved by the invention]

[0005] In online games that can be played by multiple people, during limited-time events, users tend to invite friends to play. On the other hand, during periods when no events are being held, users have no opportunity to invite friends, and may find it difficult to do so.

[0006] Therefore, the present invention provides a technique that makes it easier to invite friends to play a game. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention includes a determination unit that, in a game that can be played by multiple people, determines one of one or more friends who are other users registered in correspondence with a first user as a specific friend, and a game control unit that, when the first user plays the game together with the specific friend, generates an effect that is advantageous to the progress of the game compared to a case in which the first user plays the game together with a friend who was not determined as the specific friend. Effect of the Invention

[0008] According to one aspect of the present invention, it is possible to easily invite friends to play a game. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a diagram showing an example of a network configuration of a game system according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram showing an example of functional blocks of the game system according to the present embodiment. [Figure 4] FIG. 2 is a diagram showing an example of a data structure of a database managed by a server in this embodiment. [Diagram 5] FIG. 13 is a diagram showing a cooperative play meter display screen that is displayed after a game stage (or quest) is cleared in the multiplay mode in this embodiment. [Figure 6] FIG. 13 is a diagram showing a specific friend notification screen that notifies a specific friend determined by lottery in this embodiment. [Figure 7]FIG. 13 is a diagram showing a specific cooperative play meter display screen that is displayed after a game stage (or quest) is cleared in the multiplay mode in this embodiment. [Figure 8] FIG. 13 is a diagram showing the acquisition of a reward, which is displayed when a specific cooperative play meter in this embodiment reaches MAX. [Figure 9] FIG. 11 is a sequence diagram of a case in which a host user invites a specific friend as a guest to play multiplayer in the game system of this embodiment. [Figure 10] FIG. 13 is a sequence diagram showing a case where a host user invites a specific friend as a guest to play multiplayer in the game system of this embodiment, and the specific friend is changed. [Figure 11] This is a sequence diagram when a host user in the game system of this embodiment invites a specific friend and a friend (who is not in a friend relationship with the specific friend at the time of the invitation) as a guest to play multiplayer, and the friend becomes friends with the specific friend. [Figure 12] 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 1 of this embodiment. [Figure 13] 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 2 of this embodiment. [Figure 14] 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 3 of this embodiment. [Figure 15] 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 4 of this embodiment. [Figure 16] 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 5 of this embodiment. [Figure 17] 13 is a flowchart of a game control process (guest side) in a multiplay mode in Example 5 of this embodiment. [Figure 18]FIG. 2 is an example of a configuration block diagram of a hardware environment of a computer that executes a program in this embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] 1 is a diagram showing an example of an information processing device in this embodiment. The information processing device 1 includes a determination unit 2 and a game control unit 3. An example of the information processing device 1 is a server 15, which will be described later.

[0011] The determination unit 2 determines, in a game that can be played by multiple people, one of one or more friends who are other users registered in association with the first user, as a specific friend. An example of the determination unit 2 is the specific friend selection unit 35 described below. Here, the game may be an application program for the game title itself, or may be a "stage" or "quest" within the game title that is played in multiplayer.

[0012] When the first user plays a game together with a specific friend, the game control unit 3 generates an advantageous effect in the progress of the game compared to when the first user plays a game together with a friend who is not determined as a specific friend. Examples of the game control unit 3 include a friend management unit 34, a meter adjustment unit 36, and a game control unit 37, which will be described later.

[0013] This configuration makes it easier to invite friends to play the game.

[0014] The game control unit 3 controls a first parameter and a second parameter. The first parameter is a parameter accumulated based on a first rule including a condition that the first user and a specific friend play together, and an example of the parameter is a specific cooperative play meter described later. The second parameter is a parameter accumulated based on a second rule including a condition that the first user and a friend play together, and an example of the parameter is a cooperative play meter described later. When the first parameter reaches a predetermined value or more, the game control unit 3 can grant a reward with more favorable conditions than a reward based on the second parameter to at least one of the first user and the specific friend.

[0015] By configuring it in this way, players can obtain rewards under more favorable conditions when playing multiplayer with specific friends, making it easier for players to proactively invite specific friends to play the game, and for specific friends to also be more likely to accept the invitation.

[0016] The determination unit 2 may periodically change the specific friend. When the first specific friend is changed to the second specific friend as the specific friend, the game control unit 3 may erase the first parameter accumulated between the first user and the first specific friend.

[0017] With this configuration, the specific friend user changes periodically, creating opportunities to play with different friends.

[0018] If the first parameter is not accumulated to a predetermined value within a predetermined period of time, the game control unit 3 may change the specific friend to the friend. In this case, the game control unit 3 may allocate the value of the first parameter accumulated up to that point to a second parameter accumulated based on a second rule including, as a condition, that the first user and the friend changed from the specific friend play together.

[0019] By configuring in this way, the accumulated first parameters are not wasted.

[0020] The determination unit 2 may be configured not to determine a specific friend when the number of friends of the first user is less than a predetermined number.

[0021] By configuring in this way, it is possible to prevent a specific friend from being fixed for a first user who has few friends. It is also expected that a fraudulent user will register friends between the devices they own and obtain rewards based on the first parameters. However, fraudulent users often have few registered friends, and by preventing a specific friend from being fixed, it is possible to prevent users from fraudulently obtaining rewards.

[0022] When the number of friends of the first user is less than a predetermined value, the determination unit 2 may determine a specific friend from one or more friends registered in another application program used in the user terminal used by the first user. Here, the other application program is an application program different from the application program for playing the game, and may be, for example, an application program related to an SNS. In addition, for example, a specific friend may be determined from a user who has the game application program installed in the user terminal and is a friend in the other application program.

[0023] With this configuration, even if a user has few friends in the game application program, the user can invite friends in other application programs to play in the game.

[0024] When the number of friends of the first user is less than a predetermined value, the determination unit 2 may determine the same friend user as a specific friend less frequently than when the number of friends is equal to or greater than the predetermined value.

[0025] By configuring in this way, it is possible to prevent fixation on a specific friend, discourage players from playing multiplayer games only with the same users, and encourage players to invite other friends.

[0026] The game control unit 3 may be configured to generate first parameters between a second user and a specific friend when a second user who has not registered a specific friend as a friend in a multiplayer game between a first user and the specific friend registers the specific friend as a friend.

[0027] By configuring it in this manner, when a user who is not friends with a particular friend user becomes friends with the particular friend user, a first parameter is generated that enables the user to obtain a reward under more favorable conditions than a reward based on the second parameter, thereby increasing the motivation of the user to register the particular friend user as a friend.

[0028] The determination unit 2 may determine the specific friend user from among friends who have not logged in within a predetermined period of time.

[0029] With this configuration, by making a dormant user a specific friend, it is possible to create an opportunity for the dormant user to easily return.

[0030] The determination unit 2 may determine the specific friend based on the frequency with which the first user and the friends have played together.

[0031] By configuring in this way, for example, friends who have been selected less frequently from the history can be given priority in the lottery to be selected as specific friends.

[0032] 2 is a diagram showing an example of a network configuration of a game system in this embodiment. The game system 11 includes one or more user terminals 12, a server 15, and a communication network 16. The one or more user terminals 12 and the server 15 are connected to each other via the communication network 16 so as to be able to communicate with each other.

[0033] The user terminal 12 is a portable electronic terminal device having a communication function that can be connected to a communication network 16, such as a smartphone, tablet terminal, or mobile phone carried by a user. The user terminal 12 has an operation display unit 13, a microphone for inputting sound, a speaker for outputting sound, a camera, etc. The operation display unit 13 is a device that allows input operations to be performed on a screen 14 and displays images on the screen 14, and is, for example, a touch panel display.

[0034] The user terminal 12 can download and install a predetermined application program from an application program download site on the Internet. This allows the user to operate the application program by performing an input operation on the operation display unit 13 of the user terminal 12. In this embodiment, as an example, it is assumed that game application software (hereinafter referred to as "game application software") capable of accessing a cloud server or the like via communication and playing a game online is installed in the user terminal 12.

[0035] The user can cause the user terminal 12 to access the server 15 by starting up this game application software on the user terminal 12. When the user terminal 12 accesses the server 15, for example, the user may be required to input a login user ID that has been registered in advance.

[0036] When the game application software installed on the user terminal 12 is started, a graphical user interface (GUI) screen, which will be described later, is displayed on the screen 14 of the user terminal 12. The GUI screen displays a screen for registering photos and videos of children and family members to the server 15 and for viewing the registered photos and videos.

[0037] The user can start up the game application software installed in the user terminal 12 and operate the GUI screen to access the server 15. The user can also operate the GUI screen to upload photos and videos stored in the user terminal 12 to the server 15.

[0038] The server 15 is an information processing device that manages game applications installed in the terminal device 12. For example, the server 15 manages information about users who use game applications (e.g., play content, status information of the playing character, point information, etc.) and manages information about billing. The server 15 may be a server system made up of one or more physical information processing devices, or may be a virtual server system made up of one or more virtual server devices.

[0039] The server 15 may be a server system made up of one or more physical information processing devices, or may be a virtual server system made up of one or more virtual server devices.

[0040] 3 is a diagram showing an example of functional blocks of the game system 11 in this embodiment. The following describes the functions of each of the user terminal 12 and the server 15.

[0041] The user terminal 12 includes an operation display unit 13, a communication unit 21, a control unit 22, and a storage unit 23. The communication unit 21 is an interface that enables communication with devices connected to the communication network 16. Here, the communication unit 21 communicates with the server 15 via the communication network 16.

[0042] The operation display unit 13 is a touch panel display that can receive inputs from a user's input operation and can also display information. In the present embodiment, a touch panel display is used as an example, but the present invention is not limited to this, and the input unit and the display unit may be independent of each other.

[0043] The control unit 22 controls the overall operation of the user terminal 12. The control unit 22 controls the display state of the screen 14 based on user interface (UI) data of a game application program 24 stored in the storage unit 23.

[0044] The memory unit 23 stores the installed game application program 24, game element data 25, various data, etc. Here, the data includes not only status information and character data, but also graphical data. The game element data 25 includes background data used in the game, object data such as characters and items, and numerical data such as parameters.

[0045] The server 15 includes a communication unit 31, a control unit 32, and a storage unit 41. The communication unit 31 is an interface that enables communication with devices connected to the communication network 16. The communication unit 31 communicates with the user terminal 12 via the communication network 16.

[0046] The control unit 32 controls the overall operation of the server 15. At the same time, the control unit 32 executes processes in response to requests from the user terminal 12 and performs control such as returning execution results to the user terminal 12. The control unit 32 executes an application program according to this embodiment, thereby functioning as an acquisition unit 33, a friend management unit 34, a specific friend lottery unit 35, a meter adjustment unit 36, a game control unit 37, and a payment control unit 38. The acquisition unit 33 acquires input operation instructions (requests) from the user terminal 12.

[0047] The friend management unit 34 makes friend requests to other users based on a request from the user terminal 12. When a friend request is made from another user based on a request from the user terminal 12, the friend management unit 34 approves the request based on the request from the user terminal 12. This establishes a friend relationship. When a friend relationship is established, the friend management unit 34 registers information about the friend relationship (friend relationship information) in the per-user friend management database 43. The user can play the same stages, quests, etc. in multiplay mode with other users with whom the friend relationship has been established.

[0048] The specific friend selection unit 35 selects specific users as specific friends from among other users (friends) who are friends with the user. Among friends, specific friends are more favored and are in a position to receive more benefits. This selection may be performed, for example, periodically or at a predetermined timing. Periodically may be, for example, every half day, day, week, etc.

[0049] In the multiplay mode, when another user who is a friend of the user is to participate in a stage, quest, etc. that the user is about to conquer (clear), the meter adjustment unit 36 ​​generates a meter (cooperative play meter) that accumulates points obtained by playing cooperatively between the users. The value of the cooperative play meter at the time of generation is "0". The meter adjustment unit 36 ​​adds a predetermined value to the cooperative play meter each time the stage, quest, etc. is cleared. Here, the predetermined value may be, for example, a real number greater than 0 and may be a unit of the scale of the cooperative play meter value. When the cooperative play meter value reaches MAX, a predetermined character, weapon, armor, or other tool (item) that can be used in the game is provided as a reward to the user and friend corresponding to the cooperative play meter.

[0050] In the multiplay mode, when a specific friend is to participate in a stage, quest, etc. that the user is about to conquer (clear), the meter adjustment unit 36 ​​generates a meter (specific cooperation play meter) that accumulates points obtained by playing cooperatively between the users. The value of the specific cooperation play meter at the time of generation is "0". The meter adjustment unit 36 ​​adds a predetermined value to the specific cooperation play meter each time the stage, quest, etc. is cleared. Here, the predetermined value is, for example, a real number greater than 0, and may be a unit of the scale of the specific cooperation play meter value.

[0051] When the cooperative play meter value reaches MAX, the game control unit 37 provides a predetermined character, weapon, armor, or other item that can be used in the game as a reward to the user and friend corresponding to that cooperative play meter.

[0052] When the specific cooperative play meter value reaches MAX, the game control unit 37 generates an effect that is advantageous to the progress of the game for the user and the specific friend, compared to when the cooperative play meter value reaches MAX. The effect that is advantageous to the progress of the game is, for example, a reduction in stamina consumed by a character operated in the game, strengthening a character used in the game, providing a rarer item, etc. Strengthening a character used in the game includes increasing the level, increasing the character's attributes (status value), and growing into a higher-level character.

[0053] The game control unit 37 may reset the specific cooperation play meter that is at MAX at a fixed time every day, for example. In this case, even if the specific cooperation play meter is set to only accumulate one gauge per day, the game control unit 37 may allow the player to play multiplayer with the specific friend again after the fixed time if the player has played multiplayer with the specific friend, and may allow the specific cooperation play meter to accumulate further.

[0054] When a charging operation is performed on the terminal device 12 to purchase an in-game item or continue playing a game, the payment processing unit 38 performs a payment process for the amount corresponding to the designated charge.

[0055] The storage unit 41 includes a program according to the present embodiment and data used in the program. The storage unit 41 also includes a user-owned object management database 42, a user-specific friend management database 43, a meter management database 44, and a reward management database 45. Hereinafter, the databases are referred to as "DBs."

[0056] The user-owned object management DB 42 is a database that manages objects owned by the user. The user-specific friend management DB 43 is a database that manages users who have friend relationships with each user, and also manages information about specific friends. The meter management DB 44 is a database that manages, for each user, the cooperative play meter value between friends who are playing multiplayer games and the specific cooperative play meter value between specific friends who are playing multiplayer games. The reward management DB 45 will be omitted.

[0057] 4 is a diagram showing an example of the data structure of a database managed by the server 15 in this embodiment. Below, each record in the user-owned object management DB 42 may be referred to as user-owned object information. Each record in the per-user friend management DB 43 may be referred to as friend relationship information. Each record in the meter management DB 44 may be referred to as meter management information.

[0058] The user-owned object management DB 42 includes data items such as "User ID", "Object 1", "Object 2", etc. The item "User ID" stores information that identifies a user (user ID). The items "Object 1", "Object 2", etc. store information that identifies objects owned by the user (object ID).

[0059] The user-specific friend management DB43 includes the data items of "User ID," "Friend ID," "Friend Name," and "Specific Friend Flag." The "User ID" item stores information (user ID) that identifies a user. The "Friend ID" item stores information (user ID) that identifies a user as a friend. The "Friend Name" item stores the registered name of a friend user. The "Specific Friend Flag" item stores specific friend flag = 1 if a user is selected as a specific friend, and stores specific friend flag = 0 otherwise.

[0060] The meter management DB44 includes the data items "User ID", "Friend ID", "Cooperative play meter value", "Specific friend flag", and "Specific cooperative play meter value". The "User ID" item stores information (user ID) that identifies the user. The "Friend ID" item stores information (user ID) that identifies the user as a friend. The "Cooperative play meter value" item stores the cooperative play meter value between the friend. The "Specific friend flag" item stores specific friend flag = 1 if the user is selected as a specific friend, and specific friend flag = 0 otherwise. The "Specific cooperative play meter value" item stores the specific cooperative play meter value between the friend.

[0061] 5 is a diagram showing a cooperative play meter display screen that is displayed after a game stage (or quest) is cleared in the multiplay mode in this embodiment. In the user terminal 12, the user starts the game application program 24, selects, for example, a stage that the user wants to clear, and selects to play in the multiplay mode. Then, the user selects, for example, up to four users from among users who are friends, and starts the game. After that, when the stage is cleared, a cooperative play meter display screen 51 is displayed on the screen 14.

[0062] The cooperative play meter display screen 51 displays the friends who cleared the stage together with the user, and the cooperative play meters 52 (52a, 52b, 52c) between the user and each of the friends. At this time, a predetermined value is added to the cooperative play meter 52 as a reward for clearing the stage.

[0063] Here, the user and the friend user can play multiplayer games using characters that they have each developed. Each character is given a rank that indicates the degree of development. The speed at which the cooperative play meter fills up varies depending on the rank difference between the user's character and the friend's character. The greater the rank difference, the faster the cooperative play meter will reach MAX.

[0064] 6 is a diagram showing a specific friend notification screen that notifies the user of a specific friend determined by lottery in this embodiment. The specific friend is determined periodically or at a predetermined timing by the server 15, and notified to the user terminal 12. The notified specific friend is displayed on a specific friend notification screen 61.

[0065] 7 is a diagram showing a specific cooperation play meter display screen that is displayed after a game stage (or quest) is cleared in the multiplay mode in this embodiment. In the user terminal 12, the user starts the game application program 24, selects, for example, a stage that the user wants to clear, and selects to play in the multiplay mode. Then, the user selects, for example, a specific friend from among users with whom the user has a friend relationship, and starts the game. After that, when the stage is cleared, a specific cooperation play meter display screen 71 is displayed on the screen 14.

[0066] The specific friend who helped clear the stage and the specific cooperation play meter 72 between the user and the specific friend are displayed on the specific cooperation play meter display screen 61. At this time, a predetermined value is added to the specific cooperation play meter 72 as a reward for clearing the stage.

[0067] Here, the user and the specific friend user can play multiplayer games using characters that they have each developed. Each character is assigned a rank that indicates the degree of development. The specific cooperative play meter fills up at a different speed depending on the rank difference between the user's character and the specific friend's character. The larger the rank difference is, the faster the cooperative play meter will reach MAX. Also, the specific cooperative play meter fills up faster than the cooperative play meter.

[0068] FIG. 8 is a diagram showing that a reward is obtained when the specific cooperation play meter in this embodiment reaches MAX. When the user clears a stage multiple times together with a specific friend in the multiplay mode, the specific cooperation play meter 72 on the specific cooperation play meter display screen 71 accumulates, and when the value reaches MAX, a display 81 indicating "reward obtained" is displayed. Then, a reward is given to the user and the specific friend. As described above, the reward is, for example, an effect that gives an advantage in the progress of the game. The effect that gives an advantage in the progress of the game includes a reduction in the consumption of stamina set for the play target character of the user, an increase in a parameter value that strengthens the play target character, and the granting of a predetermined item. This allows the user to obtain an advantage in progressing through the game, which can further increase the motivation to play multiplayer.

[0069] 9 is a sequence diagram of a case where a host user invites a specific friend as a guest to play multiplayer in the game system of this embodiment. In the following, the inviting party is referred to as a host user or host, and the user terminal used by the host user is indicated by the symbol 12a. The invited party is referred to as a guest user or guest, and the user terminal used by the guest user is indicated by the symbol 12b.

[0070] First, the host user starts the game application program 24 installed in the user terminal 12a. The user terminal 12a then makes a connection request to the server 15 (S1). The server 15 responds to the connection request with a permission to connect (S2), and the connection between the user terminal 12a and the server 15 is completed.

[0071] The server periodically or at a predetermined timing determines one of the host user's friends as a specific friend (S3) and notifies the host user of the determination (S4). Here, "periodically" may be, for example, half a day, a day, two days, a week, a month, etc. Also, "predetermined timing" may be, for example, the day of an event held in the game, a day set by the user, the user's birthday, or a randomly determined timing.

[0072] The host user operates the operation display unit 13 of the user terminal 12a to display a game screen based on the game application program 24 on the screen 14, and checks the notified specific friend (S5).

[0073] The host user operates the operation display unit 13 of the user terminal 12a to perform an input operation on the game screen to execute the game in multiplay mode (S6). The host user operates the operation display unit 13 of the user terminal 12a to select a specific friend as a friend to play together with on the multiplay mode screen.

[0074] The user terminal 12a then sends an invitation for a multiplayer game to the specific friend via the server 15 (S7). Here, the invitation notification includes an access destination (Uniform Resource Locator: URL) for the game to be played in multiplayer.

[0075] When the specific friend, who is a guest user, receives the invitation notification from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notification and accepts participation in the multiplayer game via the server 15 (S8).

[0076] This allows the host user and the guest user (specific friend) to play the game in multiplay mode using their respective user terminals 12a, 12b via the server 15 (S9).

[0077] 10 is a sequence diagram of a case where a host user invites a specific friend as a guest to play multiplayer in the game system of this embodiment, and the specific friend is changed. The user terminal of the specific friend invited first is indicated by 12b, and the user terminal of the specific friend invited next is indicated by 12c. S1 to S6 are the same as in FIG. 9, and therefore the description thereof will be omitted.

[0078] The host user operates the operation display unit 13 of the user terminal 12a to perform an input operation on the game screen to execute the game in multiplay mode (S6). The host user operates the operation display unit 13 of the user terminal 12a to select a specific friend as a friend to play together with on the multiplay mode screen.

[0079] Then, the user terminal 12a notifies the specific friend of an invitation for a multiplayer game (S7) via the server 15. Here, the invitation notification includes an access destination (URL) for the game to be played in multiplayer.

[0080] When the specific friend, who is a guest user, receives the invitation notification from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notification and accepts participation in the multiplayer game via the server 15 (S8).

[0081] This allows the host user and the guest user (specific friend) to play the game in multiplay mode using their respective user terminals 12a, 12b via the server 15 (S9).

[0082] The server periodically or at a predetermined timing determines the next specific friend from the host user's friends (S10) and notifies the host user of the determination (S11). Here, "periodically" may be, for example, half a day, a day, two days, a week, a month, etc. Also, the "predetermined timing" may be, for example, the day of an event held in the game, a day set by the user, the user's birthday, or a randomly determined timing.

[0083] The host user operates the operation display unit 13 of the user terminal 12a to display a game screen based on the game application program 24 on the screen 14, and checks the notified specific friend (S12).

[0084] The host user operates the operation display unit 13 of the user terminal 12a to select the newly notified specific friend on the multiplay mode screen. The user terminal 12a then notifies the specific friend of an invitation for multiplay via the server 15 (S13). Here, the invitation notification includes an access destination (URL) for the game to be played in multiplay.

[0085] When the specific friend, who is a guest user, receives the invitation notification from the host user, the specific friend operates the operation display unit 13 of the user terminal 12c to access the URL of the invitation notification and accepts participation in the multiplayer game via the server 15 (S14).

[0086] This allows the host user and the guest user (next specific friend) to play the game in multiplay mode using their respective user terminals 12a, 12c via the server 15 (S15).

[0087] 1 11 is a sequence diagram of a case where a host user invites a specific friend (who is not in a friend relationship with the specific friend at the time of the invitation) as a guest to play multiplayer in the game system of this embodiment, and the friend becomes friends with the specific friend. The user terminal of the invited specific friend is indicated by 12b, and the user terminal of the invited friend is indicated by 12d. S1 to S6 are the same as in FIG. 9, so the description thereof will be omitted.

[0088] The host user operates the operation display unit 13 of the user terminal 12a to perform an input operation on the game screen to execute the game in multiplay mode (S6). The host user operates the operation display unit 13 of the user terminal 12a to select a specific friend as a friend to play together with on the multiplay mode screen.

[0089] Then, the user terminal 12a notifies the specific friend of an invitation for a multiplayer game (S7) via the server 15. Here, the invitation notification includes an access destination (URL) for the game to be played in multiplayer.

[0090] When the specific friend, who is a guest user, receives the invitation notification from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notification and accepts participation in the multiplayer game via the server 15 (S8).

[0091] The host user also operates the operation display unit 13 of the user terminal 12a to select a friend (who is not in a friend relationship with the specific friend at this point) to play with. The user terminal 12a then notifies the friend of an invitation for multiplayer via the server 15 (S21). The invitation notification includes an access destination (URL) for the game to be played in multiplayer.

[0092] When the guest user, who is a friend, receives the invitation notification from the host user, the friend operates the operation display unit 13 of the user terminal 12d to access the URL of the invitation notification and accepts participation in the multiplayer game via the server 15 (S22).

[0093] This allows the host user, the specific friend, and the friend to share the same game (stage or crest) environment on their respective user terminals 12a, 12b, and 12d.

[0094] The friend operates the operation display unit 13 of the user terminal 12d to send a friend request to the specific friend via the server 15 (S23, S24). When the specific friend receives the friend request, the friend operates the operation display unit 13 of the user terminal 12b to accept the friend request via the server 15 (S25, S26).

[0095] As a result, the host user and the guest user (the specific friend and the friend) can play the game in the multiplay mode using their respective user terminals 12a, 12b via the server 15 (S27).

[0096] According to the sequence diagram of Fig. 11, a friend relationship is established between the friend and the specific friend, whereby a common specific cooperation play meter is generated between the friend and the specific friend.

[0097] Fig. 12 is a flowchart of the game control process (host side) in the multiplay mode in Example 1 of this embodiment. In Example 1, a case will be described in which the host user invites a friend to a game (stage or quest) and plays multiplay with the friend. Note that the flowchart in Fig. 12 is mainly the game control process of the server 15 for the user terminal 12a of the host user, and does not include processes for other user terminals 12, with some exceptions.

[0098] The control unit 32 functions as an acquisition unit 33, a friend management unit 34, a specific friend extraction unit 35, a meter adjustment unit 36, a game control unit 37, and a payment processing unit 38 by reading the program according to this embodiment.

[0099] The acquisition unit 33 acquires a game start command based on an input operation transmitted from the user terminal 12a (S31). The acquisition unit 33 acquires a multiplay mode selection command based on an input operation transmitted from the user terminal 12a. The acquisition unit 33 further acquires a friend invitation command (including the friend ID of the friend to be invited). The friend management unit 34 then issues an invitation notice to the corresponding friend user (guest user) based on the friend invitation command (S32). When the guest user friend receives the invitation notice from the host user, he or she operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accepts participation in the multiplay game.

[0100] When a friend agrees to participate in a multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID for the host user from the user-specific friend management DB 43 based on the host user's user ID and friend ID (S33). The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a friend to play in multiplayer (S34).

[0101] The game control unit 37 starts the game stage in multiplay mode in response to a stage (or quest) start command based on an input operation transmitted from the user terminal 12a (S35). The host user clears the stage by an input operation on the user terminal 12a (S36).

[0102] Then, the meter adjustment unit 36 ​​adds a predetermined amount to each cooperative play meter. At this time, the value added to the cooperative play meter increases as the rank difference between the host user's character and the friend's character increases (i.e., the cooperative play meter reaches MAX sooner). However, no addition is made to the cooperative play meter between friends that has reached MAX once within a predetermined period (e.g., that day) (S37).

[0103] The game control unit 37 determines whether or not there is a friend whose cooperative play meter has reached MAX (S38). If it is determined that there is no friend whose cooperative play meter has reached MAX (NO in S38), the game control unit 37 repeats S35 to S38 in response to an input operation by the user.

[0104] When it is determined that there is a friend whose cooperative play meter has reached MAX (YES in S38), the game control unit 37 provides a reward to the host user and the friend whose cooperative play meter has reached MAX (S39). As a reward, for example, a predetermined character, weapon, armor, or other item that can be used in the game is provided to the user and friend whose cooperative play meter has reached MAX.

[0105] If the next stage is to be played by the input operation from the host user (NO in S40, YES in S41), the game control unit 37 repeats S35 to S40. If the user's input operation is to return to the multiplay selection screen again (NO in S41), the game control unit 37 repeats S32 to S40. If the game is to end (YES in S50), this flow ends.

[0106] FIG. 13 is a flowchart of a game control process (host side) in a multiplay mode in Example 2 of this embodiment. In Example 2, a host user adds a specific friend to a game. The following describes a case where a user invites a specific friend to a stage or quest and plays multiplayer with that specific friend. Note that the flowchart in Fig. 13 is mainly about the game control process of the server 15 for the user terminal 12a of the host user, and does not include processes for other user terminals 12, with some exceptions.

[0107] The acquisition unit 33 acquires a game start command based on an input operation transmitted from the user terminal 12a (S51). The specific friend selection unit 35 periodically or at a predetermined timing selects one of the friends as a specific friend from the per-user friend management DB 43 (S52). The specific friend selection unit 35 sets the specific friend flag of the selected friend to 1. In addition, a screen display is provided on the screen 14 of the user terminal 12a so that the user selected as a specific friend can be identified.

[0108] The acquisition unit 33 acquires a multiplay mode selection command based on an input operation transmitted from the user terminal 12a. The acquisition unit 33 further acquires a friend invitation command (including the friend ID of the specific friend to be invited). The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) based on the friend invitation command (S53). When the specific friend who is a guest user receives the invitation notice from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accept participation in the multiplay game.

[0109] When the specific friend agrees to participate in the multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID of the specific friend for the host user from the user-specific friend management DB 43 based on the host user's user ID and the friend ID of the specific friend (S54). In this embodiment, the friend ID specified in the friend selection command is the friend ID of the specific friend selected in S52. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a specific friend to play multiplayer with (S55).

[0110] The game control unit 37 starts the game stage in multiplay mode in response to a stage (or quest) start command based on an input operation transmitted from the user terminal 12a (S56). The host user clears the stage by an input operation on the user terminal 12a (S57).

[0111] Then, the meter adjustment unit 36 ​​adds a predetermined amount to the specific cooperation play meter in the meter management DB 44. At this time, the larger the rank difference between the host user's character and the specific friend's character, the larger the value added to the specific cooperation play meter (i.e., the sooner the specific cooperation play meter reaches MAX). However, no addition is made to the specific cooperation play meter between the host user and the specific friend that has once reached MAX within a predetermined period (e.g., that day) (S58).

[0112] The game control unit 37 determines whether or not there is a specific friend whose specific cooperation play meter has reached MAX (S59). If it is determined that there is no specific friend whose specific cooperation play meter has reached MAX (NO in S59), the game control unit 37 repeats S56 to S59 in response to an input operation by the host user.

[0113] When it is determined that there is a specific friend whose specific cooperation play meter has reached MAX (YES in S59), the game control unit 37 provides a reward to the host user and the specific friend whose specific cooperation play meter 4 has reached MAX (S60). The reward, for example, produces an advantageous effect in the progress of the game, and includes, for example, a reduction in the amount of stamina consumption set for the play target characters of the host user and the specific friend, an increase in parameter values ​​that strengthen the play target characters, and the granting of a specified item.

[0114] If the next stage is to be played by the input operation from the host user (NO in S61, YES in S62), the game control unit 37 repeats S56 to S61. If the host user's input operation is to return to the multiplay selection screen again (NO in S62), the game control unit 37 repeats S53 to S61. If the game is to end (YES in S61), this flow ends.

[0115] Fig. 14 is a flowchart of the game control process (host side) in the multiplay mode in Example 3 of this embodiment. Example 3 describes a case where a player plays multiplay with a specific friend and changes the specific friend after a predetermined time has elapsed. Note that the flowchart in Fig. 14 is mainly the game control process of the server 15 for the user terminal 12a of the host user, and does not include processes for other user terminals 12, with some exceptions.

[0116] The acquisition unit 33 acquires a game start command based on an input operation transmitted from the user terminal 12a (S51). The specific friend selection unit 35 periodically or at a predetermined timing selects one of the friends as a specific friend from the per-user friend management DB 43 (S52). The specific friend selection unit 35 sets the specific friend flag of the selected friend to 1. In addition, a screen display is provided on the screen 14 of the user terminal 12a so that the user selected as a specific friend can be identified.

[0117] The acquisition unit 33 acquires a multiplay mode selection command based on an input operation transmitted from the user terminal 12a. The acquisition unit 33 further acquires a friend invitation command (including the friend ID of the specific friend to be invited). The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) based on the friend invitation command (S53). When the specific friend who is a guest user receives the invitation notice from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accept participation in the multiplay game.

[0118] When the specific friend agrees to participate in the multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID of the specific friend for the host user from the user-specific friend management DB 43 based on the host user's user ID and the friend ID of the specific friend (S54). In this embodiment, the friend ID specified in the friend selection command is the friend ID of the specific friend selected in S52. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a specific friend to play multiplayer with (S55).

[0119] The game control unit 37 starts the game stage in multiplay mode in response to a stage (or quest) start command based on an input operation transmitted from the user terminal 12a (S56). The host user clears the stage by an input operation on the user terminal 12a (S57).

[0120] Then, the meter adjustment unit 36 ​​adds a predetermined amount to the specific cooperation play meter in the meter management DB 44. At this time, the larger the rank difference between the host user's character and the specific friend's character, the larger the value added to the specific cooperation play meter (i.e., the sooner the specific cooperation play meter reaches MAX). However, no addition is made to the specific cooperation play meter between the host user and the specific friend that has reached MAX once within a predetermined period (e.g., that day) 5 (S58).

[0121] The game control unit 37 determines whether or not there is a specific friend whose specific cooperation play meter has reached MAX (S59). If it is determined that there is no specific friend whose specific cooperation play meter has reached MAX (NO in S59), the specific friend selection unit 35 determines whether or not a predetermined time has elapsed since the stage started or the specific friend was changed (S71). If the predetermined time has not elapsed (NO in S71), the game control unit 37 repeats S56 to S59 in response to the host user's input operation.

[0122] If the predetermined time has passed (YES in S71), the specific friend selection unit 35 changes the specific friend (S72). Here, the specific friend selection unit 35 selects one of the friends (excluding the current specific friend) as a specific friend from the per-user friend management DB 43. The specific friend selection unit 35 sets the specific friend flag of the selected friend to 1 in the per-user friend management DB 43, and sets the specific friend flag of the user who was previously a specific friend to 0.

[0123] The meter adjustment unit 36 ​​deletes the record corresponding to the previous specific friend from the meter management DB 44 (S73). Note that the screen 14 of the user terminal 12a displays a screen that allows the user newly selected as a specific friend to be identified. The host user sends an invitation notification to the newly selected specific friend by inputting information on the user terminal 12a.

[0124] The friend management unit 34 acquires a friend invitation command (including the friend ID of the specific friend to be invited in this case). The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) based on the friend invitation command (S53). When the specific friend who is a guest user receives the invitation notice from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accept participation in the multiplayer game.

[0125] When the specific friend agrees to participate in the multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID of the specific friend for the host user from the user-specific friend management DB 43 based on the host user's user ID and the friend ID of the specific friend (S54). In this embodiment, the friend ID specified in the friend selection command is the friend ID of the specific friend selected by lottery in S72. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a specific friend to play multiplayer with (S55). The newly selected specific friend is processed in the same way as the specific friend before the change.

[0126] When it is determined that there is a specific friend whose specific cooperation play meter has reached MAX (YES in S59), the game control unit 37 provides a reward to the host user and the specific friend whose specific cooperation play meter has reached MAX (S60). The reward, for example, is something that produces an advantageous effect on the progress of the game, and includes, for example, a reduction in the amount of stamina consumption set for the play target characters of the host user and the specific friend, an increase in parameter values ​​that strengthen the play target characters, and the granting of a specified item.

[0127] If the next stage is to be played by the input operation from the host user (NO in S61, YES in S62), the game control unit 37 repeats S56 to S61. If the host user's input operation is to return to the multiplay selection screen again (NO in S62), the game control unit 37 repeats S53 to S61. If the game is to end (YES in S61), this flow ends.

[0128] According to this embodiment, if the specific cooperation play meter between the host user and the specific friend does not reach MAX within a predetermined time, the specific friend is changed. At this time, when the specific friend is changed, the specific cooperation play meter value accumulated up to that point is deleted.

[0129] Fig. 15 is a flowchart of the game control process (host side) in the multiplay mode in Example 4 of this embodiment. In Example 4, if the specific cooperation play meter does not reach MAX within a predetermined time, the specific friend is changed to a friend, and the specific cooperation play meter accumulated up to that point is appropriated to the cooperation play meter between the friend. Note that the flowchart in Fig. 15 is mainly the game control process of the server 15 for the user terminal 12a of the host user, and does not include processing for other user terminals 12, with some exceptions.

[0130] The acquisition unit 33 acquires a multiplay mode selection command based on an input operation transmitted from the user terminal 12a. The acquisition unit 33 further acquires a friend invitation command (including the friend ID of the specific friend to be invited). The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) based on the friend invitation command (S53). When the specific friend who is a guest user receives the invitation notice from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accept participation in the multiplay game.

[0131] When the specific friend agrees to participate in the multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID of the specific friend for the host user from the user-specific friend management DB 43 based on the host user's user ID and the friend ID of the specific friend (S54). In this embodiment, the friend ID specified in the friend selection command is the friend ID of the specific friend selected in S52. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a specific friend to play multiplayer with (S55).

[0132] The game control unit 37 starts the game stage in multiplay mode in response to a stage (or quest) start command based on an input operation transmitted from the user terminal 12a (S56). The host user clears the stage by an input operation on the user terminal 12a (S57).

[0133] Then, the meter adjustment unit 36 ​​adds a predetermined amount to the specific cooperation play meter in the meter management DB 44. At this time, the larger the rank difference between the host user's character and the specific friend's character, the larger the value added to the specific cooperation play meter (i.e., the sooner the specific cooperation play meter reaches MAX). However, no addition is made to the specific cooperation play meter between the host user and the specific friend that has once reached MAX within a predetermined period (e.g., that day) (S58).

[0134] The game control unit 37 determines whether or not there is a specific friend whose specific cooperation play meter has reached MAX (S59). If it is determined that there is no specific friend whose specific cooperation play meter has reached MAX (NO in S59), the game control unit 37 repeats S56 to S59 in response to an input operation by the host user.

[0135] If the predetermined time has elapsed (YES in S81), the specific friend selection unit 35 changes the specific friend to a friend (S82). Here, the specific friend selection unit 35 updates the specific friend's specific friend flag from 1 to 0 in the user-specific friend management DB 43 and the meter management DB 44 from the user-specific friend management DB 43.

[0136] Furthermore, the meter adjusting unit 36 ​​updates the item "cooperative play meter value" with the value of the item "specific cooperative play meter value", and then initializes the value of the item "specific cooperative play meter value" to 0 (S83).

[0137] The specific friend selection unit 35 selects one of the friends from the user-specific friend management DB 43. (Excluding users who were changed from specific friends to friends in S82) are selected as specific friends by lottery (S84). The specific friend selection unit 35 sets the specific friend flag of the selected friend to 1 in the per-user friend management DB 43. At this time, a screen display is displayed on the screen 14 of the user terminal 12 so that the users selected as specific friends can be identified. The host user sends an invitation notification to the newly selected specific friends by inputting information on the user terminal 12a.

[0138] The friend management unit 34 acquires a friend invitation command (including the friend ID of the specific friend to be invited in this case). The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) based on the friend invitation command (S53). When the specific friend who is a guest user receives the invitation notice from the host user, the specific friend operates the operation display unit 13 of the user terminal 12b to access the URL of the invitation notice and accept participation in the multiplayer game.

[0139] When the specific friend agrees to participate in the multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the friend ID of the specific friend for the host user from the user-specific friend management DB 43 based on the host user's user ID and the friend ID of the specific friend (S54). In this embodiment, the friend ID specified in the friend selection command is the friend ID of the specific friend selected by lottery in S72. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as a specific friend to play multiplayer with (S55). The newly selected specific friend is processed in the same way as the specific friend before the change.

[0140] When it is determined that there is a specific friend whose specific cooperation play meter has reached MAX (YES in S59), the game control unit 37 provides a reward to the host user and the specific friend whose specific cooperation play meter has reached MAX (S60). The reward, for example, is something that produces an advantageous effect on the progress of the game, and includes, for example, a reduction in the amount of stamina consumption set for the play target characters of the host user and the specific friend, an increase in parameter values ​​that strengthen the play target characters, and the granting of a specified item.

[0141] If the next stage is to be played by the input operation from the host user (NO in S61, YES in S62), the game control unit 37 repeats S56 to S61. If the host user's input operation is to return to the multiplay selection screen again (NO in S62), the game control unit 37 repeats S53 to S61. If the game is to end (YES in S61), this flow ends.

[0142] According to this embodiment, if the specific cooperation play meter between the host user and the specific friend does not reach MAX within a predetermined time, the specific friend is periodically changed and the user who was the specific friend until then is changed to a friend. At this time, the friend who is changed from the specific friend can inherit the specific cooperation play meter value that had been accumulated in the specific cooperation play meter until then to the cooperation play meter value.

[0143] Next, in Example 5, when a host user invites a specific friend and a friend to play multiplayer 8, the flow related to when the invited friend (who is not in a friend relationship with the specific friend at the time of the invitation) becomes friends with the specific friend will be explained using Figures 16 and 17.

[0144] Fig. 16 is a flowchart of the game control process (host side) in the multiplay mode in Example 5 of this embodiment. Fig. 16 is a flow when the host user invites multiple friends, including a specific friend, to play multiplay. Note that the flowchart in Fig. 16 is mainly the game control process of the server 15 for the user terminal 12a of the host user, and does not include processing for other user terminals 12, with some exceptions.

[0145] The acquisition unit 33 acquires a game start command based on an input operation transmitted from the user terminal 12a (S51). The specific friend selection unit 35 periodically or at a predetermined timing selects one of the friends as a specific friend from the per-user friend management DB 43 (S52). The specific friend selection unit 35 sets the specific friend flag of the selected friend to 1. In addition, a screen display is provided on the screen 14 of the user terminal 12a so that the user selected as a specific friend can be identified.

[0146] The acquisition unit 33 acquires a multiplay mode selection command based on an input operation sent from the user terminal 12a. The acquisition unit 33 further acquires a friend invitation command (here, including the friend IDs of the specific friend and the friend to be invited) for the specific friend and any of the friends. The friend management unit 34 then issues an invitation notice to the corresponding specific friend user (guest user) and friend user (guest user) based on the friend invitation command (S53). When the specific friend and friend, who are guest users, receive the invitation notice from the host user, they operate the operation display unit 13 of the user terminal 12b and the user terminal 12d, respectively, to access the URL of the invitation notice and accept participation in the multiplay game.

[0147] When a specific friend agrees to participate in a multiplayer game, the friend management unit 34 acquires friend relationship information corresponding to the specific friend and the friend's friend ID for the host user from the user-specific friend management DB 43 based on the host user's user ID and the specific friend's friend ID (S54a). In this embodiment, the friend relationship information is acquired based on the friend ID of the specific friend invited in S53 and the friend ID of the friend invited in S53. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 as the specific friend and friend to play multiplayer (S55a).

[0148] The game control unit 37 starts the game stage in the multiplay mode in response to a stage start command based on an input operation transmitted from the user terminal 12a (S56). The host user clears the stage by an input operation on the user terminal 12a (S57).

[0149] Then, the meter adjustment unit 36 ​​adds a predetermined amount to each of the specific cooperative play meter and the cooperative play meter in the meter management DB 44. At this time, the larger the rank difference between the host user's character and the specific friend's character, the larger the value added to the specific cooperative play meter (i.e., the sooner the specific cooperative play meter reaches MAX). Also, the larger the rank difference between the host user's character and the friend's character, the larger the value added to the cooperative play meter (i.e., the sooner the cooperative play meter reaches MAX). However, no addition is made to the specific cooperative play meter between a specific friend that has reached MAX once within a predetermined period (e.g., that day). Also, no addition is made to the cooperative play meter between a friend that has reached MAX once within a predetermined period (e.g., that day) (S598).

[0150] The game control unit 37 determines whether or not there is a specific friend or friend whose specific cooperation play meter has reached MAX (S59a). If it is determined that there is no specific friend or friend whose specific cooperation play meter has reached MAX (NO in S59a), the game control unit 37 repeats S56 to S59a in response to an input operation by the host user.

[0151] When it is determined that there is a specific friend or a friend whose specific cooperation play meter has reached MAX (YES in S59a), the game control unit 37 provides a reward to the host user and the specific friend whose specific cooperation play meter has reached MAX, or to the user and the friend whose specific cooperation play meter has reached MAX (S60a). Rewards related to the specific cooperation play meter are, for example, those that generate advantageous effects in the progress of the game, and include, for example, a reduction in the amount of stamina consumed set for the play target characters of the host user and the specific friend, an increase in parameter values ​​that strengthen the play target characters, and the granting of a specified item. Rewards related to the specific cooperation play meter include, for example, a specified character, weapon, armor, and other tools (items) that can be used in the game.

[0152] If the next stage is to be played by the user's input operation (NO in S61, YES in S62), the game control unit 37 repeats S56 to S61. If the host user's input operation is to return to the multiplay selection screen again (NO in S62), the game control unit 37 repeats S53 to S61. If the game is to end (YES in S61), this flow ends.

[0153] FIG. 17 is a flowchart of a game control process (guest side) in a multiplay mode in the fifth embodiment of the present invention. 17 is a flow for a multiplayer game with a guest user (a friend of the host user). Note that the flowchart in Fig. 17 is mainly for the game control process of the server 15 for the user terminal 12d of a guest user invited by the host user, and does not include processes for other user terminals 12, with some exceptions.

[0154] As shown in S53a of FIG. 16, when a guest user (a friend of the host user) invited by the host user receives the invitation notification from the host user, the guest user operates the operation display unit 13 of the user terminal 12d to access the URL in the invitation notification and accepts participation in the multiplayer game (S91).

[0155] In response to access to the URL from the user terminal 12d, the friend management unit 34 provides (shares) to the user terminal 12d information regarding the multiplayer stage (or quest) and information regarding the host user and other users who will be playing together (including user IDs) (S92).

[0156] The friend management unit 34 acquires friend relationship information of the host user from the user-specific friend management DB 43 based on the user ID of the guest user, and registers the acquired friend relationship information in the meter management DB 44 (S93).

[0157] Furthermore, if the guest user is not in a friend relationship with the specific friend invited by the host user based on the member information obtained in S92, the guest user can send a friend request to the specific friend (S94).

[0158] The friend management unit 34 sends a friend request to the specific friend based on the input operation from the guest user, and receives acceptance from the specific friend's user terminal 12b according to the friend. The friend management unit 34 then acquires friend relationship information corresponding to the specific friend from the user-specific friend management DB 43. The friend management unit 34 registers the acquired friend relationship information in the meter management DB 44 (S95).

[0159] The game control unit 37 starts the game stage in the multiplay mode in response to a stage start command based on an input operation transmitted from the user terminal 12d (S96). The guest user clears the stage by an input operation on the user terminal 12d (S97).

[0160] Then, the meter adjustment unit 36 ​​adds a predetermined amount to each of the specific cooperative play meter and the cooperative play meter in the meter management DB 44. At this time, the specific cooperative play meter is increased in value the greater the rank difference between the guest user's character and the specific friend's character (i.e., the specific cooperative play meter reaches MAX sooner). However, no addition is made to the specific cooperative play meter between a specific friend that has reached MAX once within a predetermined period (e.g., that day). Also, no addition is made to the cooperative play meter between a friend that has reached MAX once within a predetermined period (e.g., that day) (S58).

[0161] The game control unit 37 determines whether or not there is a specific friend or a friend (host user) whose specific cooperation play meter has reached MAX (S99). If it is determined that there is no specific friend or friend whose specific cooperation play meter has reached MAX (NO in S99), the game control unit 37 repeats S96 to S99 in response to an input operation by the user.

[0162] When it is determined that there is a specific friend or a friend whose specific cooperation play meter has reached MAX (YES in S99), the game control unit 37 provides a reward to the guest user and the specific friend corresponding to the specific cooperation play meter that has reached MAX, or to the guest user and the friend corresponding to the cooperation play meter that has reached MAX (S100). Rewards related to the specific cooperation play meter, for example, are those that generate advantageous effects in the progress of the game, and include, for example, a reduction in the amount of stamina consumption set for the characters to be played of the guest user and the specific friend, an increase in parameter values ​​that strengthen the characters to be played, and the granting of a specified item. Rewards related to the specific cooperation play meter include, for example, a specified character, weapon, armor, and other tools (items) that can be used in the game.

[0163] When the next stage is to be played by the input operation from the guest user (NO in S101), the game control unit 37 repeats S94 to S101. When the game is to end (YES in S101), this flow ends.

[0164] According to Example 5, when playing multiplayer with multiple people, even if a user does not have a friend relationship with a specific friend, if a friend relationship is established with the specific friend, a specific cooperative play meter is generated and the user can receive a reward.

[0165] The game control unit 3 may be configured to generate first parameters between a first user and a specific friend when a second user who has not registered the specific friend as a friend in a multiplayer game between the first user and the specific friend registers the specific friend as a friend.

[0166] By configuring it in this manner, when a user who is not friends with a particular friend user becomes friends with the particular friend user, a first parameter is generated that enables the user to obtain a reward under more favorable conditions than a reward based on the second parameter, thereby increasing the motivation of the user to register the particular friend user as a friend.

[0167] The above-mentioned embodiment 5 may be combined with embodiment 3 or embodiment 4. For example, in embodiment 5, if the specific cooperation play meter does not reach MAX before a predetermined time has elapsed, a new specific friend may be drawn by lottery. At this time, the specific cooperation play meter between the host user and the previous specific friend and the specific cooperation play meter between the guest user and the previous specific friend may be erased, or the specific cooperation play meter value accumulated up to that point may be applied to the cooperative play meter. Also, the specific cooperation play meter is generated when the guest user becomes friends with the newly drawn specific friend.

[0168] 18 is an example of a configuration block diagram of a hardware environment of a computer that executes a program in this embodiment. A computer 101 functions as a user terminal 12 and a server 15. The computer 101 is composed of a CPU 102, a ROM 103, a RAM 104, a storage device 105, an input I / F 106, an output I / F 107, a communication I / F 108, a reading device 109, and a bus 110.

[0169] Here, CPU refers to a central processing unit. ROM refers to a read-only memory. RAM refers to a random access memory. I / F refers to an interface. A CPU 102, a ROM 103, a RAM 104, a storage device 105, an input I / F 106, an output I / F 107, a communication I / F 108, and a reading device 109 as necessary are connected to a bus 110.

[0170] When the computer 101 is the server 15, the CPU 102 reads out the program according to this embodiment from the storage device 105, and functions as an acquisition unit 33, a friend management unit 34, a specific friend extraction unit 35, a meter adjustment unit 36, a game control unit 37, and a payment processing unit 38. The ROM 103 is a read-only memory. The RAM 104 is a temporary storage memory.

[0171] The storage device 105 is a device that stores a large amount of information. As the storage device 105, various types of storage devices such as a hard disk, a solid state drive (SSD), a flash memory card, etc. are usable. The storage device 105 stores a program according to an embodiment of the present invention and various data stored in the storage unit 41.

[0172] The input I / F 106 can be connected to input devices such as a keyboard, a mouse, an electronic camera, a web camera, a microphone, a scanner, a sensor, a tablet, a touch panel display, an information reading device, etc. The output I / F 107 can be connected to output devices such as a display, a touch panel, a projector, a printer, a speaker, etc.

[0173] The communication I / F 108 is an interface such as a port for connecting to a communication network and communicating with other devices. The communication network may be the Internet, a local area network (LAN), a wide area network (WAN), a dedicated line, a wired line, a wireless line, etc. The reading device 109 is a device for reading a portable recording medium.

[0174] The program for realizing the process described in the above embodiment may be stored, for example, in the storage device 105 from the program provider via the communication network and the communication I / F 108. The program for realizing the process described in the above embodiment may be stored in a portable storage medium that is commercially available and distributed. In this case, the portable storage medium may be set in the reading device 105, and the program may be read and executed by the CPU 102. As the portable storage medium, various types of storage media such as CD-ROM, flexible disk, optical disk, magneto-optical disk, IC card, USB memory device, and semiconductor memory card can be used. The program stored in such a storage medium is read by the reading device 109.

[0175] The program may be installed on a stand-alone computer, or may be installed by a cloud computer to provide only the functions to the user. In the present embodiment, an application program capable of communicating with the server 15 is installed on the user terminal 12 to control the game system 11 in the present embodiment, but this is not limiting. For example, the user may access the server 15 using a web browser installed on the user terminal 12, and use the system according to the present embodiment operated on the server 15 side.

[0176] According to this embodiment, when one of the friends is determined to be a specific friend, the reward obtained when playing multiplayer with that specific friend and the specific cooperative play meter reaches MAX has a beneficial effect on the progress of the game, so that the user is more motivated to invite friends and is more likely to invite friends to play the game.

[0177] Note that the specific friend selection unit 35 selects specific friends periodically or at a predetermined timing, but is not limited thereto. For example, if the number of friends of a user is less than a predetermined number, the specific friend may not be determined. This can prevent specific friends from being fixed for a user with few friends. It is also assumed that fraudulent users register friends between terminals they own and obtain rewards based on the first parameter. However, fraudulent users often have few registered friends, and by preventing specific friends from being fixed, it is possible to prevent users from fraudulently obtaining rewards.

[0178] Furthermore, when the number of friends of a user is less than a predetermined value, the specific friend selection unit 35 may determine a specific friend from one or more friends registered in other application programs used in the user terminal used by the user. Here, the other application program is an application program different from the application program for playing the game, and may be, for example, an application program related to an SNS. Furthermore, for example, the specific friend may be determined from users who have the game application program installed in the user terminal and are friends in the other application programs. In this way, even if the number of friends in the game application program is small, friends in the other application programs can be invited to play a game.

[0179] In addition, the specific friend selection unit 35 may be configured to determine the same friend user as a specific friend less frequently when the number of friends of the user is less than a predetermined value, compared to when the number of friends is equal to or greater than the predetermined value. This prevents the specific friend from becoming fixed, prevents the user from playing only with the same user, and encourages the user to invite other friends.

[0180] In addition, the specific friend selection unit 35 may preferentially determine the specific friend user from among friends who have not logged in within a predetermined period of time. In this way, by determining a dormant user as a specific friend, it is possible to create an opportunity for the dormant user to easily return to the game.

[0181] The specific friend selection unit 35 may also determine the specific friend based on the frequency with which the first user and the friends have played together. This allows, for example, a friend that has been selected less frequently from the game play history to be preferentially selected as the specific friend by selection.

[0182] 3 Furthermore, the specific friend selection unit 35 may determine the friend who logged in most recently as the specific friend. This allows a person who logs in frequently to be given priority as a specific friend, since a person who is not logged in cannot play in multiplayer even if the person is designated as a specific friend.

[0183] In addition, when users select each other as specific friends, the specific cooperative play meter may be filled more easily, and more advantageous effects may be obtained as rewards.

[0184] Also, the number of specific friends may be increased according to the amount of money charged. For example, if no charge is made, only one specific friend is selected from among friends at regular intervals or at a specified timing, but each time a charge is made, a specific friend selection is made and multiple specific friends may exist.

[0185] In addition, for a user who uses monthly billing, the number of specific friends selected from the user's friends may be multiple (for example, two). Here, monthly billing is a function whereby a set amount is automatically settled on a set calendar day each month. This may be used to give preferential treatment to paying users.

[0186] Also, a friend who has paid a larger amount of money may be more likely to be selected as a specific friend. This makes it easier to invite a friend who has paid a larger amount of money to a game. On the other hand, a friend who has paid a larger amount of money has more opportunities to participate in the game as a specific friend, and therefore can obtain more advantageous effects as a reward.

[0187] Although the present aspect has been described above based on the embodiment and modified examples, the above-mentioned embodiment of the aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents are included in the present aspect. Furthermore, if a technical feature is not described as essential in this specification, it may be deleted as appropriate.

[0188] In addition to the above embodiment, the following is further noted. (Appendix 1) In games that can be played by multiple people, A determination unit that determines, as a specific friend, one of one or more friends that are other users registered in association with the first user; a game control unit that, when the first user plays the game together with the specific friend, generates an advantageous effect in the progress of the game compared to a case in which the first user plays the game together with the friend who is not determined as the specific friend; An information processing device comprising: This configuration makes it easier to invite friends to play the game. (Appendix 2) The game control unit: A first parameter is accumulated based on a first rule including a condition that the first user and the specific friend play together; and controlling a second parameter that is accumulated based on a second rule including, as a condition, that the first user and the friend play together; When the first parameter reaches a predetermined value or more, a reward based on more advantageous conditions than a reward based on the second parameter is given to at least one of the first user and the specific friend. 2. An information processing device according to claim 1. By configuring it in this way, players can obtain rewards under more favorable conditions when playing multiplayer with specific friends, making it easier for players to proactively invite specific friends to play the game, and for specific friends to also be more likely to accept the invitation. (Appendix 3) The determination unit periodically changes the specific friend, The game control unit erases a first parameter accumulated between the first user and the first specific friend when the first specific friend is changed to a second specific friend as the specific friend. 3. The information processing device according to claim 1 or 2. With this configuration, the specific friend user changes periodically, creating opportunities to play with different friends. (Appendix 4) When the first parameter is not accumulated to a predetermined value within a predetermined period, the game control unit changes the specific friend to the friend, and allocates the value of the first parameter accumulated up to that point to the second parameter accumulated based on the second rule including a condition that the first user and the friend changed from the specific friend play together. 4. The information processing device according to claim 3. By configuring in this way, the accumulated first parameters are not wasted. (Appendix 5) The determination unit does not determine the specific friend when the number of friends of the first user is less than a predetermined number. 5. An information processing device according to any one of claims 1 to 4. By configuring in this way, it is possible to prevent a specific friend from being fixed for a first user who has few friends. It is also expected that a fraudulent user will register friends between the devices they own and obtain rewards based on the first parameters. However, fraudulent users often have few registered friends, and by preventing a specific friend from being fixed, it is possible to prevent users from fraudulently obtaining rewards. (Appendix 6) When the number of friends of the first user is less than a predetermined value, the determination unit determines the specific friend from one or more friends registered in another application program used in a user terminal used by the first user. 5. An information processing device according to any one of claims 1 to 4. With this configuration, even if a user has few friends in the game application program, the user can invite friends in other application programs to play in the game. (Appendix 7) When the number of friends of the first user is less than a predetermined value, the determination unit determines the same friend user as the specific friend less frequently than when the number of friends is equal to or greater than a predetermined value. 5. An information processing device according to any one of claims 1 to 4. By configuring in this way, it is possible to prevent fixation on a specific friend, discourage playing only with the same user, and encourage players to invite other friends. (Appendix 8) The game control unit generates first parameters between the second user and the specific friend when a second user who has not registered the specific friend as a friend registers the specific friend as a friend in a game played by the first user and the specific friend. The information processing device according to any one of claims 1 to 7. By configuring it in this manner, when a user who is not friends with a particular friend user becomes friends with the particular friend user, a first parameter is generated that enables the user to obtain a reward under more favorable conditions than a reward based on the second parameter, thereby increasing the motivation of the user to register the particular friend user as a friend. (Appendix 9) The determination unit determines the specific friend user from among friends who have not logged in within a predetermined period of time. 6. An information processing device according to any one of claims 1 to 5. With this configuration, by making a dormant user a specific friend, it is possible to create an opportunity for the dormant user to easily return. (Appendix 10) The determination unit determines the specific friend based on a frequency of playing together between the first user and the friend. 6. An information processing device according to any one of claims 1 to 5. By configuring in this way, for example, friends who have been selected less frequently from the history can be given priority in the lottery to be selected as specific friends. (Appendix 11) On the computer, In games that can be played by multiple people, A determination process of determining, as a specific friend, one of one or more friends who are other users registered in association with the first user; a game control process that generates an advantageous effect on the progress of the game when the first user plays the game together with the specific friend, compared to a case in which the first user plays the game together with the friend who is not determined as the specific friend; A game control program that executes the above. This configuration makes it easier to invite friends to play the game. (Appendix 12) The computer In games that can be played by multiple people, determining, as a specific friend, one of one or more friends who are other users registered in association with the first user; When the first user plays the game together with the specific friend, an advantageous effect is generated in the progress of the game compared to when the first user plays the game together with the friend who is not determined as the specific friend. Game control methods. This configuration makes it easier to invite friends to play the game. [Explanation of symbols]

[0189] 1. Information processing device 2 Decision Section 3 Game control unit 11 Game System 12 User terminal 15 Server 16 Communication Networks 31 Communications Department 32 Control section 33 Acquisition Department 34 Friend Management Department 35 Specific Friend Lottery Section 6 36 Meter adjustment section 37 Game control unit 38 Payment Processing Unit 41 Storage section 42 User-owned object management DB 43 User-specific friend management DB 44 Meter Management DB 45 Compensation management DB

Claims

[Claim 1] In games that can be played by multiple people, A determination unit that determines, as a specific friend, one of one or more friends that are other users registered in association with the first user; a game control unit that, when the first user plays the game together with the specific friend, generates an advantageous effect in the progress of the game compared to a case in which the first user plays the game together with the friend who is not determined as the specific friend; An information processing device comprising:

Citation Information

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