Information processing program, information processing method, and information processing device
The information processing program addresses the challenge of low player engagement in high-conflict areas by increasing area levels based on conflicts, generating rewards, and updating levels over time, thereby encouraging character placement and maintaining game fun.
Patent Information
- Application Number
- JP2023200104
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-27
- Publication Date
- 2025-06-06
AI Technical Summary
In virtual space games, areas with high conflict potential, such as front lines between friendly and enemy forces, deter players from placing characters due to high attack risks, leading to reduced player engagement and game fun.
An information processing program that increases a level in each game area based on player conflicts, generates rewards according to these levels, and updates levels over time, encouraging players to place characters in high-conflict areas.
The program effectively entices players to place characters in high-risk areas, enhancing player engagement and maintaining game fun by creating dynamic and rewarding conflict scenarios.
Smart Images

Figure 2025086201000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 discloses a war simulation game in which players give orders to their military forces to attack and defend territories. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-047124 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game that progresses by players fighting in a virtual space, there may be areas where a fight between players could break out at any time, such as a front line being constructed at the border between friendly and enemy forces. However, since there is a high risk of being attacked by enemy forces on the front line, some players hesitate to place their characters in such areas. If the number of such players increases, there is a problem that the fight between players is not activated and the fun of the game is halved.
[0005] Therefore, an object of the present disclosure is to provide a program, method, and device that can entice a player to place a character in an area in a virtual space, even if the area makes the player hesitant to place a character therein. [Means for solving the problem]
[0006] An information processing program according to a first aspect causes a computer to store, in a game that progresses by players competing in a virtual space divided into a plurality of areas, a level that increases in response to a battle between the players that occurs in each of the plurality of areas, in correspondence with each of the areas, and to generate rewards for each of the areas according to the level.
[0007] An information processing program according to a second aspect is the information processing program according to the first aspect, and further includes causing the computer to update the level associated with a target area so that the level is propagated to levels associated with adjacent areas over time.
[0008] An information processing program according to a third aspect is the information processing program according to the first or second aspect, and further causes the computer to update the level so that the level increased in response to the conflict decreases over time.
[0009] An information processing program according to a fourth aspect is an information processing program according to any one of the first to third aspects, which causes the computer to update the level based on the product of the number of conflicts that occurred for each area and a predetermined coefficient.
[0010] An information processing program according to a fifth aspect is an information processing program according to the fourth aspect, which causes the computer to update the level based on the sum of the products of the number of times for each type of conflict that occurred in each area and a coefficient predetermined for each type.
[0011] An information processing program according to a sixth aspect is the information processing program according to the fourth or fifth aspect, wherein the coefficient is set in advance according to the importance of each of the regions.
[0012] An information processing program according to a seventh aspect is the information processing program according to any one of the fourth to sixth aspects, further comprising causing the computer to count the number of fights only between players belonging to different factions.
[0013] An information processing program according to an eighth aspect is an information processing program according to any one of the second to seventh aspects, which causes the computer to delay the timing of updating the level or reduce the amount of change due to the level update when a predetermined condition is satisfied.
[0014] An information processing program according to a ninth aspect is the information processing program according to any one of the first to eighth aspects, further comprising causing the computer to make an object appear in each of the areas, from which a reward according to the level can be obtained.
[0015] An information processing program according to a tenth aspect is the information processing program according to the ninth aspect, wherein the object is a character that, when defeated, provides a reward according to the level.
[0016] An information processing program according to an eleventh aspect is the information processing program according to the tenth aspect, wherein the characters that can obtain high rewards are more difficult to defeat than the characters that can obtain low rewards.
[0017] An information processing program according to a twelfth aspect is the information processing program according to any one of the first to eleventh aspects, further comprising causing the computer to display the virtual space in a mode according to the level of each of the areas.
[0018] An information processing method according to a thirteenth aspect involves a computer, in a game that progresses by players competing in a virtual space divided into a plurality of areas, storing a level that increases in response to a battle between the players that occurs in each of the plurality of areas in correspondence with each of the areas, and generating a reward for each of the areas according to the level.
[0019] An information processing device according to a fourteenth aspect has a processor, in a game that progresses by players competing in a virtual space divided into a plurality of areas, the processor stores a level that increases in response to a battle between the players that occurs in each of the plurality of areas in correspondence with each of the areas, and generates a reward for each of the areas according to the level. Effect of the Invention
[0020] According to the information processing program, information processing method, and information processing device disclosed herein, even if an area occurs in the virtual space where the player hesitates to place a character, the player can be enticed to place a character in such an area. [Brief description of the drawings]
[0021] [Figure 1] 1 is a diagram showing an example of a schematic configuration of a game system 10 according to the present embodiment. [Diagram 2] 1 is a diagram illustrating an example of a hardware configuration of an information processing device 100 according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to the present embodiment. [Figure 4] FIG. 1 is a diagram showing an example of a virtual space divided into a plurality of regions 50. [Diagram 5] FIG. 2 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. [Figure 6] 10 is a diagram showing an example of a level for each area 50 that is stored by the information processing device 100 according to the present embodiment after a first update timing. FIG. [Figure 7] 10 is a diagram showing an example of a level for each area 50 that is stored by the information processing device 100 according to the present embodiment after a second update timing. FIG. [Figure 8] 13 is a diagram showing an example of the level for each area 50 that the information processing device 100 according to the present embodiment stores after a third update timing. FIG. [Figure 9]13 is a diagram showing an example of the level for each area 50 that the information processing device 100 according to the present embodiment stores after a fourth update timing. FIG. [Figure 10] FIG. 11 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to a modified example of the present embodiment. [Figure 11] FIG. 11 is a diagram showing an example of a virtual space displayed by an information processing device according to a modified example of the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. In addition, the dimensional ratios of the drawings are exaggerated for the convenience of explanation and may differ from the actual ratios.
[0023] FIG. 1 is a diagram showing an example of a schematic configuration of a game system 10 according to the present embodiment. Here, a game is a collection of activities and rules for playing or competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific objective. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, and a narrative objective such as completing the progression of a scenario. A game may be competitive or non-competitive.
[0024] The game system 10 includes a communication means 20, a server device 30, and a terminal device 40. Hereinafter, a case will be described in which the game system 10 plays a game based on a historical territorial dispute, in which a player seizes bases in a plurality of areas 50 divided into a virtual space (such as a world map) to acquire (make a territory of) each of the plurality of areas 50. However, the present invention is not limited to this. The game system 10 may play any game that progresses as players compete in a virtual space divided into a plurality of areas 50.
[0025] The communication means 20 connects a plurality of computers so that they can communicate with each other. In this figure, the communication means 20 connects between the server device 30 and the terminal device 40. The communication means 20 may be the Internet, for example. However, the communication means 20 may be any means capable of connecting a plurality of computers so that they can communicate with each other, such as a LAN, a WAN, an intranet, etc.
[0026] The server device 30 executes processing according to the operation of the player by transmitting and receiving data to the terminal device 40, and provides the execution result to the terminal device 40. More specifically, the server device 30 may execute a process of downloading programs (applications) and the like to the terminal device 40, a login process for the player, a management process for various databases, and the like.
[0027] The server device 30 may be realized by cloud computing, for example. Although the figure shows an example in which the server device 30 is one device, the server device 30 may perform the above-mentioned processing in a distributed manner using a plurality of devices. Furthermore, the figure shows an example in which the game to be played is provided as a so-called online game, but the present invention is not limited to this. If the game to be played can be played offline, the game system 10 may not include the server device 30. That is, in the present disclosure, the server device 30 is not a required component.
[0028] The terminal device 40 is a device for playing a game that the player is to play. In the present figure, a case where the terminal device 40 is a smartphone is shown as an example. However, the terminal device 40 may be any device capable of playing a game that the player is to play, such as a mobile phone, a tablet terminal, a notebook computer, an all-in-one computer, a tablet computer, a portable game machine, or the like.
[0029] In a game played by such a game system 10, a player character 60 and non-player characters (NPCs) appear in a virtual space divided into a plurality of areas 50.
[0030] The player character (PC) 60 is a character operated by a player. In this figure, a case where there are six PCs 60, namely PCs 60a1, 60a2, 60a3, 60b1, 60b2, and 60b3, is shown as an example. Here, the alphabet following the reference number 60 indicates the force to which the player belongs, where "a" indicates the first force and "b" indicates the second force hostile to the first force. The number following the alphabet indicates the character number. That is, for example, PC 60a1 indicates the first PC 60 of a player belonging to the first force, and PC 60b3 indicates the third PC 60 of a player belonging to the second force. Note that PCs 60a1, 60a2, and 60a3 may be PCs 60 operated by the same player, for example, PCs 60 corresponding to the first, second, and third forces operated by the same player, respectively. Alternatively, the PCs 60a1, 60a2, and 60a3 may be PCs 60 operated by different players, for example, PCs 60 operated by a first player, a second player, and a third player, respectively, belonging to a first faction. The same applies to the PCs 60b1, 60b2, and 60b3.
[0031] A non-player character (NPC) 70 is a character that is not operated by a player. In this figure, a case where there is one NPC 70 is shown as an example.
[0032] In this figure, a case where a conflict occurs between an NPC 60a2 operated by a player belonging to a first group and an NPC 60b1 operated by a player belonging to a second group is shown as an example. The information processing device 100 according to the present disclosure stores the level that increases according to such a conflict between players in association with each area 50, and generates a reward according to the level for each area. At this time, the information processing device 100 may cause an object that can obtain a reward according to the level, for example, an NPC 70, to appear in each area 50. This will be described in detail.
[0033] Hereinafter, a case where the terminal device 40 is the information processing device 100 according to the present embodiment will be described as an example. However, the present invention is not limited to this, and the server device 30 may be the information processing device 100 according to the present embodiment. That is, the information processing according to the present embodiment may be processed on the terminal side or on the network side.
[0034] 2 is a diagram showing an example of a hardware configuration of an information processing device 100 according to this embodiment. The information processing device 100 includes a processor 101, a read only memory (ROM) 102, a random access memory (RAM) 103, a storage 104, a communication interface 105, and a user interface 106. These components are connected to each other via a bus 109 so as to be able to communicate with each other.
[0035] The processor 101 executes various programs and controls each component. The ROM 102 stores various programs and various data. The RAM 103 temporarily stores programs or data as a working area. The storage 104 is composed of an HDD (Hard Disk Drive) or an SSD (Solid State Drive) and stores various programs including an operating system and various data.
[0036] In the information processing device 100 according to this embodiment, an information processing program is stored in the ROM 102 or the storage 104. The processor 101 reads the information processing program from the ROM 102 or the storage 104, and executes it using the RAM 103 as a working area, thereby controlling each component and executing various arithmetic processing in accordance with the information processing program.
[0037] The communication interface 105 is an interface for the information processing device 100 to communicate with other devices. The user interface 106 is an input / output interface for the information processing device 100 to exchange information with a user, i.e., a player. The user interface 106 may include a touch panel, a keyboard, a microphone, etc. as input devices, and may include a monitor, a speaker, etc. as output devices.
[0038] 3 is a diagram showing an example of the functional configuration of the information processing device 100 according to this embodiment. The information processing device 100 includes a storage unit 110, a generating unit 120, a counting unit 130, and an updating unit 140. These functional configurations are realized by the processor 101 reading out an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.
[0039] In a game that progresses as players compete in a virtual space divided into a plurality of areas 50, the storage unit 110 stores a level that increases in response to a battle between players that occurs in each of the plurality of areas 50, in association with each area 50.
[0040] The generating unit 120 generates a reward for each area 50 according to the level of each area 50. For example, the generating unit 120 may cause an object, such as an NPC 70, to appear for each area 50, from which a reward can be obtained according to the level of each area 50.
[0041] The counting unit 130 counts the number of fights between players that have occurred in each area 50.
[0042] The update unit 140 updates the level for each area 50 .
[0043] FIG. 4 is a diagram showing an example of a virtual space divided into a plurality of regions 50. The regions 50 may be sections obtained by dividing the virtual space according to a predetermined rule. In this figure, a case where the regions 50 are defined by a triangle is shown as an example. However, the shape of the regions 50 is not limited to this. The regions 50 may be defined by other convex polygons such as a rectangle or a hexagon that can tile the virtual space, or may be defined by various other shapes such as a circle or an ellipse. In addition, in this figure, a case where the virtual space is divided into thirteen regions 50(1) to 50(13) is shown as an example. However, the number of the regions 50 is not limited to this. The virtual space may be divided into a plurality of regions 50 more than thirteen, or may be divided into a plurality of regions 50 less than thirteen. Each of such a plurality of regions 50 may be a region obtained by dividing a range (for example, a field) that the PC 60 can enter in the virtual space.
[0044] The information processing device 100 according to the present embodiment stores a level that increases in response to a fight between players occurring in each of the multiple regions in association with each region 50. Here, for example, the level associated with region 50(1) is indicated as level (1). Similarly, the level associated with region 50(13) is indicated as level (13). The same applies to the other regions 50.
[0045] The information processing device 100 according to the present embodiment generates rewards based on such levels (1) to (13), for example, by making the NPC 70 appear, thereby making the game more interesting. This will be described in detail using the flow in FIG. 5 and with reference to FIG. 6 to FIG. 9 as appropriate.
[0046] 5 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow is executed by the processor 101 reading out an information processing program from the ROM 102 or the storage 104, expanding it in the RAM 103, and executing it.
[0047] In step S210, processor 101 initializes levels that increase in response to a conflict between players occurring in each of a plurality of regions 50. For example, processor 101 sets levels (1) to (13) to the initial value "0."
[0048] In step S220, processor 101 causes memory unit 110 to store levels that increase in response to fights between players occurring in each of the multiple areas 50, in association with each area 50. For example, processor 101 causes ROM 102 or storage 104 to store levels (1) to (13). In step S220 following step S210, processor 101 causes levels (1) to (13)=0 to be stored.
[0049] In step S230, the processor 101, functioning as the generating unit 120, generates for each area 50 a reward corresponding to the level of each area 50 stored in step S220. For example, when level (1) to level (13)=0, the processor 101 causes the NPC 70_1 that can obtain a reward of rank 1 corresponding to level=0 to appear in the areas 50(1) to 50(13). In this case, the processor 101 may cause the NPC 70_1 that can obtain a reward of rank 1 to appear in all of the areas 50(1) to 50(13), may cause the NPC 70_1 that can obtain a reward of rank 1 to appear in at least one of the areas 50(1) to 50(13) that satisfies a predetermined condition, or may cause the NPC 70_1 that can obtain a reward of rank 1 to appear in at least one of the areas 50(1) to 50(13) that is randomly selected.
[0050] In the above description, the processor 101 makes an NPC 70 appear as an object, which is a character that can obtain a reward according to the level when defeated, but the present invention is not limited to this. The processor 101 may make an item appear as an object according to the level. In the above description, the processor 101 makes an object appear as an object, but the appearance of the object is not essential. The processor 101 may generate a reward according to the level for each area 50 without making an object appear. In this way, the processor 101 may make it possible for the PC 60 to obtain a reward according to the level of the area 50 when the PC 60 enters the area 50.
[0051] Here, a higher-ranked reward is a reward that is more advantageous for game progress than a lower-ranked reward. As an example, a higher-ranked reward may be a reward that provides a higher rarity of an item than a lower-ranked reward. A higher-ranked reward may also be a reward that provides a greater amount of items than a lower-ranked reward. A higher-ranked reward may also be a reward that provides a greater amount of in-game currency than a lower-ranked reward. A higher-ranked reward may also be a reward that provides a greater amount of experience points than a lower-ranked reward.
[0052] Furthermore, the reward and the strength of the NPC 70, i.e., the difficulty of defeating the NPC 70, may be proportional. That is, an NPC 70 that can obtain a high reward may be more difficult to defeat than an NPC 70 that can obtain a low reward. Therefore, the processor 101 may cause a character to appear that has a strength according to the level of each area 50 and that can obtain a reward according to the level of each area 50.
[0053] In step S240, the processor 101, as the counting unit 130, counts the number of times that a conflict between players has occurred for each area 50. A case will now be described in which the processor 101 counts the number of times that a conflict between players, i.e., a conflict between PCs 60, occurs as an example. However, the present invention is not limited to this. The processor 101 may count the number of times that a conflict between a player and a non-player, i.e., a conflict between PCs 60 and NPCs 70 occurs. In this case, the processor 101 may count the number of times that a conflict of a plurality of types has occurred as the number of times that a conflict between players has occurred. Examples of the types of conflict include the fall of a village (X) (i.e., a starting point from which a troop is dispatched), the defeat of a troop (Y), and a change in the power that owns a region (Z). In this case, the processor 101 may count the number of times that each of (X), (Y), and (Z) has occurred for each area 50. In this manner, the processor 101 may, for example, count the number of times each type of conflict occurred in each region 50 .
[0054] In this case, processor 101 may count only the number of conflicts between players belonging to different factions. That is, processor 101 may count the number of conflicts between PC 60a operated by a player belonging to a first faction and PC 60b operated by a player belonging to a second faction, but may not count the number of conflicts between PCs 60a or PCs 60b. This is to prevent players belonging to the same faction from colluding to intentionally cause conflicts and intentionally raising their level.
[0055] In step S250, the processor 101 determines whether it is time to update. Here, as an example, it is assumed that the update timing is preset to occur periodically (for example, every 30 minutes). If it is determined that it is not time to update (No), the processor 101 advances the process to step S260.
[0056] In step S260, the processor 101 determines whether or not to end the reward generation process. If it is determined that the reward generation process is to be ended (Yes), the processor 101 ends this flow. On the other hand, if it is determined that the reward generation process is not to be ended (No), the processor 101 returns the process to step S230 and continues the flow. That is, the processor 101 repeatedly executes the reward generation process and counting process. If it is determined in step S250 during the repeated execution of the reward generation process and counting process that it is time to update (Yes), the processor 101 advances the process to step S270.
[0057] In step S270, processor 101, functioning as update unit 140, updates the level for each area 50. In this manner, when it is determined that it is time to update, processor 101 updates the level for each area 50, so that processor 101 updates the level for each area 50 over time (here, every 30 minutes).
[0058] Here, the processor 101 may calculate the level, for example, using the following formula: (Number 1) Level ´(t) = Max(Level(t)×α,Level(n1)×β,Level(n2)×β,Level(n3)×β) + Increased value Here, "Level'(t)" indicates the updated level of the target region 50(t), "Max()" indicates the MAX function, "α" indicates the influence of the target region, "Level(t)" indicates the pre-update level of the target region 50(t), "Level(n1)" indicates the pre-update level of the first adjacent region 50(n1) adjacent to the target region 50(t), "Level(n2)" indicates the pre-update level of the second adjacent region 50(n2) adjacent to the target region 50(t), "Level(n3)" indicates the pre-update level of the third adjacent region 50(n3) adjacent to the target region 50(t), and "β" indicates the influence of the adjacent regions. In addition, the relationship β<α<1 is established, and here, α=0.95 and β=0.9 are set.
[0059] In the above description, the processor 101 uses the MAX function as an example, but the level may be calculated using other functions such as the AVERAGE function, the MIN function, or the like.
[0060] The processor may also calculate the increase value using, for example, the following formula: (Number 2) Increase value = number of occurrences of (X) × number of occurrences of γx + (Y) × number of occurrences of γy + (Z) × γz Here, "γx" indicates a predetermined coefficient for (X), "γy" indicates a predetermined coefficient for (Y), and "γz" indicates a predetermined coefficient for (Z). Here, it is assumed that γx=10, γy=5, and γz=50 are set.
[0061] For example, suppose that during the period from the initialization in step S210 until the first update timing, in area 50(6), village (X) falls twice, troops (Y) are defeated six times, and the power owning area (Z) changes once.
[0062] In this case, the processor 101 calculates the increase in the level of the area 50(6) using equation 2 as follows: Increase=2×10+6×5+1×50=100.
[0063] Then, the processor 101 calculates the updated level'(6) of the target region 50(6) using (Equation 1). Here, the pre-update level (6) of the target region 50(6), the level (5) of the first adjacent region 50(5) adjacent to the region 50(6), the level (7) of the second adjacent region 50(7) adjacent to the region 50(6), and the level (11) of the third adjacent region 50(11) adjacent to the region 50(6) are all 0, so the value of the MAX function in (Equation 1) is 0. Therefore, the updated level'(6) of the target region 50(6)=100.
[0064] In this case, the processor 101 updates the level (6) of the area 50 (6) from 0 to 100. In this manner, the processor 101 may update the level based on the product of the number of conflicts that occurred for each area 50 and the predetermined coefficient γ. In particular, the processor 101 may update the level based on the sum of the products of the number of conflicts of each type (X), (Y), and (Z) that occurred for each area 50 and the coefficients γx, γy, and γz that are predetermined for each type.
[0065] If no conflicts have occurred in the other areas 50 during the period from the initialization in step S210 until the first update timing, the only level that will be updated at this point is level (6) of area 50(6).
[0066] Then, the processor 101 returns the process to step S220 to continue the flow. In step S220 following step S270, the processor 101 stores the level updated in step S270. Then, in step S230, the processor 101 generates a reward for each area 50 according to the level stored in step S220. Now, refer to FIG. 6.
[0067] 6 is a diagram showing an example of the levels for each area 50 that the information processing device 100 according to this embodiment stores after the first update timing. After the first update timing, the processor 101 stores levels (1) to (5), (7) to (13)=0, and (6)=100.
[0068] In this case, the processor 101 causes an NPC 70_1, which can obtain a reward of rank 1 corresponding to level=0, to appear in at least one of the areas 50(1)-50(5) and 50(7)-50(13). In the figure, an example is shown in which the processor 101 causes an NPC 70_1, which can obtain a reward of rank 1, to appear in the area 50(13). On the other hand, the processor 101 causes an NPC 70_8, which can obtain a reward of rank 8 corresponding to level=100, to appear in the area 50(6).
[0069] This increases the possibility that the player will operate the PC 60 to place it in the area 50(6) in order to obtain a high-ranking reward. This allows the information processing device 100 to guide the PC 60 to the area 50(6) where conflicts frequently occur. Therefore, the information processing device 100 can create a situation in which a conflict is likely to break out again, with some kind of trigger as the spark. Return to the flow of FIG. 5.
[0070] Next, the second update timing will be described. It is assumed that no contention has occurred in any of the areas 50(1) to 50(13) during the period from the first update timing to the second update timing. In other words, it is assumed that the increment value is 0 for all of the areas 50(1) to 50(13).
[0071] In this case, for level (6) of area 50(6), processor 101 calculates level (6)=Max(100×0.95, 0×0.9, 0×0.9, 0×0.9)+0=95. Also, for level (5) of area 50(5), processor 101 calculates level (5)=Max(0×0.95, 0×0.9, 0×0.9, 100×0.9)+0=90. Similarly, for level (7) of area 50(7), processor 101 calculates level (7)=Max(0×0.95, 0×0.9, 100×0.9, 0×0.9)+0=90. Similarly, for level (11) of area 50(11), the processor 101 calculates Level (11)=Max(0×0.95, 100×0.9, 0×0.9, 0×0.9)+0=90. Now, reference is made to FIG.
[0072] 7 is a diagram showing an example of the levels for each area 50 stored by the information processing device 100 according to this embodiment after the second update timing. After the second update timing, the processor 101 stores levels (1) to (4), (8) to (10), and (12) to (13)=0, and levels (5), (7), and (11)=90, and level (6)=95.
[0073] In this case, the processor 101 makes the NPC 70_1 appear in at least one of the areas 50(1)-(4), 50(8)-50(10), and 50(12)-50(13), from which a reward of rank 1 corresponding to level=0 can be obtained. In the figure, a case where the processor 101 makes the NPC 70_1 appear in the area 50(13), from which a reward of rank 1 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_6 appear in at least one of the areas 50(5), 50(7), and 50(11), from which a reward of rank 6 corresponding to level=90 can be obtained. In the figure, a case where the processor 101 makes the NPC 70_6 appear in the area 50(11), from which a reward of rank 6 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_7 appear in the area 50(6), from which a reward of rank 7 corresponding to level=95 can be obtained.
[0074] This increases the possibility that the player will operate the PC 60 to add it to area 50(6) and place it in areas 50(5), 50(7), and 50(11) in order to obtain a high-ranking reward. This allows the information processing device 100 to guide the PC 60 to the vicinity of area 50(6) where conflicts frequently occur. Therefore, the information processing device 100 can create a situation in which a conflict is likely to break out again, with some kind of trigger as the spark. Return to the flow in FIG. 5.
[0075] Next, the third update timing will be described. It is assumed that no conflicts between players occurred in any of the areas 50(1) to 50(13) during the period from the second update timing to the third update timing. In other words, it is assumed that the increase value is 0 for all of the areas 50(1) to 50(13).
[0076] In this case, processor 101 calculates, using equation 1, that level (1), level (3), level (4), level (8), level (10), and level (12)=81. Processor 101 also calculates, using equation 1, that level (5), level (7), and level (11)=86. Processor 101 also calculates, using equation 1, that level (6)=90. Note that in the above explanation, rounding to the first decimal place is used as an example to calculate the levels, but any other rounding method, such as rounding down or rounding up, may be used. Now, reference is made to FIG. 8.
[0077] 8 is a diagram showing an example of the levels for each area 50 stored by the information processing device 100 according to the present embodiment after the third update timing. After the third update timing, the processor 101 stores levels (2), (9), and (13)=0, levels (1), (3), (4), (8), (10), and (12)=81, levels (5), (7), and (11)=86, and level (6)=90.
[0078] In this case, the processor 101 makes the NPC 70_1 appear in at least one of the areas 50(2), 50(9), and 50(13), from which a reward of rank 1 according to level=0 can be obtained. In this figure, a case where the processor 101 makes the NPC 70_1 appear in the area 50(13), from which a reward of rank 1 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_4 appear in at least one of the areas 50(1), 50(3), 50(4), 50(8), 50(10), and 50(12), from which a reward of rank 4 according to level=81 can be obtained. In this figure, a case where the processor 101 makes the NPC 70_4 appear in the area 50(1), from which a reward of rank 4 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_5 appear in at least one of the areas 50(5), 50(7), and 50(11), from which a reward of rank 5 according to level=86 can be obtained. In this figure, a case where the processor 101 causes an NPC 70_5 that can obtain a reward of rank 5 to appear in the area 50(11) is shown as an example. Also, the processor 101 causes an NPC 70_6 that can obtain a reward of rank 6 according to level=90 to appear in the area 50(6). Returning to the flow of FIG.
[0079] Next, the fourth update timing will be described. It is assumed that no contention has occurred in any of the areas 50(1) to 50(13) during the period from the third update timing to the fourth update timing. In other words, it is assumed that the increase value is 0 for all of the areas 50(1) to 50(13).
[0080] In this case, processor 101 calculates, using equation 1, that level (2), level (9), and level (13)=73. Processor 101 also calculates, using equation 1, that level (1), level (3), level (4), level (8), level (10), and level (12)=77. Processor 101 also calculates, using equation 1, that level (5), level (7), and level (11)=81. Processor 101 also calculates, using equation 1, that level (6)=86. Now, reference is made to FIG. 9.
[0081] 9 is a diagram showing an example of the levels for each area 50 stored by the information processing device 100 according to the present embodiment after the fourth update timing. After the third update timing, the processor 101 stores levels (2), (9), and (13)=73, levels (1), (3), (4), (8), (10), and (12)=77, levels (5), (7), and (11)=81, and level (6)=86.
[0082] In this case, the processor 101 makes the NPC 70_2 appear in at least one of the areas 50(2), 50(9), and 50(13), from which a reward of rank 2 corresponding to level=73 can be obtained. In this figure, a case where the processor 101 makes the NPC 70_2 appear in the area 50(13), from which a reward of rank 2 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_3 appear in at least one of the areas 50(1), 50(3), 50(4), 50(8), 50(10), and 50(12), from which a reward of rank 3 corresponding to level=77 can be obtained. In this figure, a case where the processor 101 makes the NPC 70_3 appear in the area 50(1), from which a reward of rank 3 can be obtained, is shown as an example. In addition, the processor 101 makes the NPC 70_4 appear in at least one of the areas 50(5), 50(7), and 50(11), from which a reward of rank 4 corresponding to level=81 can be obtained. In the figure, as an example, the processor 101 causes an NPC 70_4, which can provide a reward of rank 4, to appear in the area 50(11). The processor 101 also causes an NPC 70_5, which can provide a reward of rank 5 corresponding to level=86, to appear in the area 50(6).
[0083] For example, in this manner, the processor 101 may update the level so that the level associated with the target region 50 propagates to the levels associated with the adjacent regions 50 over time. Also, the processor 101 may update the level so that the level that has increased in response to a conflict decreases over time. Then, the processor 101 may generate a reward for each region 50 according to the level updated in this manner.
[0084] In the past, when a front line was constructed on the border between friendly and enemy forces, and an area where a conflict between players could break out at any time was created, some players would hesitate to place their characters in such an area. If the number of such players increased, there was a problem that the conflict between players would not be active and the fun of the game would be halved.
[0085] In response to this, the information processing device 100 according to the present embodiment stores a level that increases in response to a conflict between players that occurs in each of the multiple regions 50 in association with each region 50, and generates a reward for each region according to the level. At this time, the information processing device 100 may cause an object that provides a reward according to the level, for example, an NPC 70, to appear in each region. As a result, according to the information processing device 100 according to the present embodiment, even if a region 50 occurs in which a player hesitates to place a character in the virtual space, the player can be enticed to place a character in such a region 50, thereby stimulating the conflict between players.
[0086] In particular, when guiding the PC 60, it is also possible to generate a high reward in a predetermined specific area. In this case, since the PC 60 can be guided to the specific area, it is possible to stimulate the competition between the players until one of the players acquires the specific area. However, when one of the players acquires the specific area and the power structure between the players becomes solidified, the competition between the players in the specific area will no longer occur. In contrast, according to the information processing device 100 according to the present embodiment, the area where the high reward is generated is not fixed to a specific area, but is dynamically changed according to the competition between the players, so that it is possible to continuously stimulate the competition between the players.
[0087] In this case, the NPC 70 that can obtain a high reward may be stronger than the NPC 70 that can obtain a low reward, that is, the difficulty of defeating the NPC 70 may be higher. In this way, the information processing device 100 can actively guide the PC 60 operated by a strong player who is confident in his playing, thereby making the conflict more lively.
[0088] Furthermore, the information processing device 100 may update the level over time. In this way, the information processing device 100 allows the influence of a conflict to change over time rather than remaining unchanged forever.
[0089] In particular, the information processing device 100 may update the level so that the level that has increased in response to a conflict decreases over time. In this way, the information processing device 100 can prevent high rewards from continuing to be generated in the area 50 where a conflict occurred in the past.
[0090] Furthermore, the information processing device 100 may update the level so that the level associated with the target area 50 propagates to the levels associated with adjacent areas over time. In this way, the information processing device 100 can raise the level of the area 50 where the conflict has occurred to the highest level, while spreading the influence to the adjacent areas 50.
[0091] Furthermore, the information processing device 100 may update the level based on the product of the number of conflicts that have occurred for each area 50 and a predetermined coefficient γ. In this way, the information processing device 100 can update the level for each area 50 to a value according to the number of conflicts by a relatively simple calculation.
[0092] In particular, the information processing device 100 may update the level based on the sum of the products of the number of times each type of conflict has occurred in each area 50 and coefficients γx, γy, and γz that are predetermined for each type. In this way, when there are multiple types of conflicts, the information processing device 100 can update the level for each area 50 to a value weighted according to the type.
[0093] 10 is a diagram showing an example of a functional configuration of the information processing device 100 according to a modified example of this embodiment. In the above description, a case where the information processing device 100 generates a reward for each area 50 according to the level of each area 50 is shown as an example, but the level of each area 50 may be visualized by display.
[0094] The information processing device 100 according to the modified example further includes a display unit 150. The processor 101, as the display unit 150, causes a virtual space to be displayed on a monitor in a mode according to the level of each area 50.
[0095] 11 is a diagram showing an example of a virtual space displayed by the information processing device 100 according to a modified example of this embodiment. In this diagram, a case is shown as an example in which the processor 101 displays the virtual space such that the area 50 with a higher level has a higher dot density than the area 50 with a lower level. However, this is not limited to this. The processor 101 may display the virtual space in a color according to the level of each area 50, or in a shade according to the level of each area 50.
[0096] As a result, according to the information processing device 100 of the modified example, by visualizing the level of each area 50, it is possible to inform the player of where high rewards are likely to be obtained, thereby further invigorating the competition.
[0097] At this time, it is conceivable that a time lag occurs between the update of the level and the appearance of an object, for example, an NPC 70. Therefore, the information processing device 100 may display the virtual space in a manner in which the level of each area 50 is not completely conveyed to the player. In this case, the information processing device 100 may display the virtual space in a reduced scale so that only a wide range is displayed, or may display the virtual space so that the boundaries of dot density, color, shade, etc. are ambiguous.
[0098] Although one embodiment and one modified example have been described as an example, these embodiments and modified examples can be modified in various ways or applied to various uses. For example, in the above description, when the information processing device 100 calculates the increase value, the coefficient γ is a uniform value regardless of the region 50. However, the coefficient γ may be preset to a different value depending on the importance of each region 50.
[0099] For example, in the above description, a case where γx=10, γy=5, and γz=50 has been shown as an example, but at least one of the coefficients γx, γy, and γz may be set to a different value depending on the importance of each region 50. As an example, of the coefficients γx, γy, and γz, the coefficient γz may be set to a different value depending on the importance of each region 50.
[0100] Here, coefficient γx is a coefficient for the fall of village (X), coefficient γy is a coefficient for the defeat of troops (Y), and coefficient γz is a coefficient for the change in the power that owns area (Z). When the game system 10 is a game in which players compete to acquire areas 50 that are a virtual space divided into multiple areas, it can be said that, among (X), (Y), and (Z), (Z) is the conflict that has the greatest impact on the progress of the game. Therefore, it is advisable to set coefficient γz to a different value depending on the importance of each area 50.
[0101] As an example, let us assume that, among regions 50(1) to 50(13), region 50(1) is a region 50 with low importance in game progression, and region 50(6) is a region 50 with high importance in game progression. In this case, processor 101 may set γz=30 when calculating an increase value for region 50(1), and set γz=50 when calculating an increase value for region 50(6).
[0102] As a result, when a conflict occurs between players in an area 50 of high importance, the information processing device 100 can also take into consideration the impact on the progress of the game and provide a higher reward in that area 50. Therefore, according to the information processing device 100, it is possible to actively guide the PC 60 operated by the player to the area 50 of high importance.
[0103] In addition, in the above explanation, an example was given in which the processor 101 updates the level at an update timing of every 30 minutes, but the processor 101 can also delay the timing of updating the level or reduce the amount of change due to the level update when predetermined conditions are met.
[0104] In general, the number of logged-in players decreases at night. Naturally, during such times, conflicts between players are less likely to occur. However, it may not be desirable to update the level during such times in the same way as during times when there are many logged-in players. In other words, even if high rewards have been generated in the area 50(6), if you play the next morning after a night has passed and the level (6) of the area 50(6) has decreased over time, the effect of stimulating conflicts between players will be weakened.
[0105] Therefore, when a predetermined condition is satisfied, the processor 101 may delay the timing of updating the level, for example, by changing the update timing from every 30 minutes to every two hours, etc. Alternatively or in addition to this, the processor 101 may reduce the amount of change accompanying the level update, for example, by changing α=0.99 and β=0.95, when a predetermined condition is satisfied.
[0106] If the number of logged-in players can be estimated in advance, a predetermined condition may be set by specifying a time period (e.g., 2:00 a.m. to 6:00 a.m., etc.) Alternatively or in addition to this, if the number of logged-in players can be known in real time, a predetermined condition may be set by specifying a lower limit for the number of logged-in players.
[0107] In addition, in the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPU: Central Processing Unit, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).
[0108] In addition, the operations of the processor in the above embodiments may be performed not only by one processor, but also by multiple processors located at physically separate locations working together. The order of the operations of the processor is not limited to the order described in the above embodiments, and may be changed as appropriate.
[0109] Furthermore, the information processing device 100 in the present embodiment has been described as being configured from a single device as an example, but may be configured from a plurality of devices.
[0110] The processes performed by the information processing device 100 according to the above embodiment may be processes performed by software, may be processes performed by hardware, or may be processes that combine both. The processes performed by each unit of the information processing device 100 may be stored as a program in a storage medium and distributed.
[0111] Furthermore, the present disclosure is not limited to the above, and it goes without saying that various modifications can be made without departing from the spirit and scope of the present disclosure. [Explanation of symbols]
[0112] 10. Game System 20 Means of communication 30 Server device 40 Terminal Equipment 50 areas 60 PC 70 NPC 100 Information processing device 101 Processor 102 ROM 103 RAM 104 Storage 105 Communication Interface 106 User Interface 109 Bus 110 Storage section 120 Generator 130 Counting Department 140 Update Department 150 Display unit
Claims
1. On the computer, In a game that progresses by players competing in a virtual space divided into a plurality of areas, a level that increases in response to a competition between the players that occurs in each of the plurality of areas is stored in association with each of the areas; generating a reward for each of the areas according to the level; Information processing program.
2. The computer includes: updating the level associated with a region of interest such that the level propagates over time to levels associated with adjacent regions; The information processing program according to claim 1 .
3. The computer includes: updating said level such that the level increased in response to said conflict decreases over time; The information processing program according to claim 1 .
4. The computer includes: updating the level based on a product of the number of times the contentions have occurred for each of the areas and a predetermined coefficient; The information processing program according to claim 1 .
5. The computer includes: updating the level based on a sum of products of the number of times for each type of conflict that has occurred for each area and a coefficient that is predetermined for each type of conflict; The information processing program according to claim 4.
6. The coefficient is preset according to the importance of each of the regions. The information processing program according to claim 4.
7. The computer includes: Only the number of battles between players belonging to different factions is counted. The information processing program according to claim 4.
8. The computer includes: When a predetermined condition is satisfied, the timing of updating the level is delayed, or the amount of change due to the update of the level is reduced. The information processing program according to any one of claims 2 to 7.
9. The computer includes: causing an object that can provide a reward according to the level to appear in each of the areas; The information processing program according to any one of claims 1 to 7.
10. The object is a character that, when defeated, provides a reward according to the level. The information processing program according to claim 9.
11. A character that can obtain a high reward is more difficult to defeat than a character that can obtain a low reward. The information processing program according to claim 10.
12. The computer includes: displaying the virtual space in a manner corresponding to the level for each of the areas; The information processing program according to any one of claims 1 to 7.
13. The computer In a game that progresses by players competing in a virtual space divided into a plurality of areas, a level that increases in response to a competition between the players occurring in each of the plurality of areas is stored in association with each of the areas; generating a reward for each of the areas according to the level; Information processing methods.
14. a processor, the processor comprising: In a game that progresses by players competing in a virtual space divided into a plurality of areas, a level that increases in response to a competition between the players occurring in each of the plurality of areas is stored in association with each of the areas; generating a reward for each of the areas according to the level; Information processing device.
Citation Information
Patent Citations
Program, game system, control method, and recording medium
JP2016047124A