Information processor, information processing method, and program
The information processing apparatus allows for dynamic role changes during multiplayer games, enhancing player engagement by adapting roles based on gameplay conditions, thus improving the cooperative play experience.
Patent Information
- Application Number
- JP2025043879
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-18
- Publication Date
- 2025-06-24
AI Technical Summary
The interestingness of cooperative gameplay in multiplayer games can be enhanced by allowing players to change roles during gameplay, as the current systems do not adequately address the dynamic adjustment of player roles based on game progression and player interaction.
An information processing apparatus and method that includes a role setting unit to assign roles before gameplay and a role changing unit to modify roles during gameplay when certain conditions are met, allowing players to switch between different roles such as field movement and support characters.
This approach enhances the interest and engagement of players by providing dynamic role changes that adapt to gameplay dynamics, thereby improving the overall cooperative play experience.
Smart Images

Figure 2025094097000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] In a game in which a plurality of players play together, a role in the game is set for each player, and the role of each player after the setting may be changed (see, for example, Patent Document 1). Patent Document 1 describes that, for the purpose of improving the game property, the role of each player is changed according to the achievement status of a mission in the game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] For each player, the role during co-play is an important factor related to the interestingness of the co-play (that is, the fun of the game). Depending on the procedure when setting and changing the role, it is expected that the interestingness of the co-play can be further improved.
[0005] Therefore, in view of the above points, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can improve the interestingness of co-play in which the roles of each player are set.
Means for Solving the Problems
[0006] An information processing device according to one embodiment of the present invention is characterized in having a role setting unit that sets, before cooperative play of a game begins, for each of a plurality of players a role to be played by the player during cooperative play, and a role changing unit that is capable of changing the role of a target player that has been set to a first role from the first role to a second role when a change condition is met during cooperative play. Effect of the Invention
[0007] According to one aspect of the present invention, the roles set before the start of cooperative play can be changed during cooperative play, thereby making cooperative play more interesting. [Brief description of the drawings]
[0008]
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Mode for Carrying Out the Invention
[0009] Regarding the information processing apparatus, information processing method, and program of the present invention, preferred embodiments (First Embodiment to Third Embodiment) will be described below with reference to the accompanying drawings. Note that the embodiments described below are merely one of the specific examples given to facilitate the understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from its gist. Naturally, equivalents of the present invention are included. Also, the screen examples shown in the drawings referred to in the following description are only examples, and the configuration examples of the screen, the content of the displayed information, the GUI (Graphical User Interface), etc. can be freely designed according to the content of information processing, the design specifications of the system, the preferences of the player, etc., and can be changed as appropriate.
[0010] [Regarding the Games Playable by the Present Invention] A game playable through the information processing apparatus of the present invention (hereinafter simply referred to as "game") will be described with reference to FIGS. 1 to 5. FIG. 1 is a diagram showing an example of an area playable in the game, and more specifically shows an overall view of the area. FIGS. 2 to 3 are examples of play screens of the game. FIG. 4 is a diagram showing a play screen in a state where a guide object described later is displayed. FIG. 5 is an explanatory diagram regarding an input operation described later. Note that the operation terminals shown in FIGS. 2 to 8 are operation terminals operated by a player who is viewing the play screens shown in these figures.
[0011] The game is content that a player plays while viewing a screen on an operation terminal for game play, and more specifically is an online game that uses data communication. Online games include browser games using a web browser, social games provided on an SNS (Social Networking Service), games such as mobile games that can be played by downloading dedicated application software, and regularly updated online games such as play-by-web (PBW). Note that the genre (classification) of the game is not particularly limited.
[0012] The player selects either a single play mode by one player or a cooperative play mode (multiplay mode) by a plurality of players to play the game.
[0013] The player who selects the single play mode operates a predetermined in-game character (hereinafter referred to as the field movement character J1) during game play. The field movement character J1 is an example of an in-game character and moves on the field set in the area shown in FIG. 1 based on the operation of the player (hereinafter referred to as the movement operation). The area of the game is an in-game space set for the purpose of clearing, and there is one or two or more in the game. The field is the terrain set for each area and is, for example, a two-dimensionally extended area such as a floor, ground, or water surface.
[0014] Note that the appearance (display image) of the field movement character J1 can be arbitrarily set according to the content of the game. However, in the following description, it is assumed to be humanoid as shown in FIG. 1. Also, the number of field movement characters J1 that can be operated by one player may be one or two or more, but in the following description, it is assumed to be one.
[0015] As shown in FIG. 1, enemy characters E appear in the field, and auxiliary objects H are arranged according to certain rules or irregularly. The enemy characters E appear on the field and interfere with the player's game play (specifically, actions such as the movement of the field movement character J1).
[0016] The auxiliary object H is used by the player during the game play. For example, when the field movement character J1 approaches or contacts the auxiliary object H, an effect corresponding to the auxiliary object H is given to the player. The effects corresponding to the auxiliary object H include, for example, the granting of privileges or items that can be used in the game, parameter changes such as physical strength recovery, changes in the field situation such as a decrease in the number of enemy characters E appearing on the field, and the occurrence of predetermined events such as the appearance of a boss enemy.
[0017] In the single-player mode, the player performs a movement operation on the field movement character J1 while viewing the field movement character J1 on the game play screen. At this time, as shown in FIG. 2, a part of the field, specifically, a certain range (the area surrounded by the broken line in FIG. 1) including the current position of the field movement character J1 is projected on the play screen.
[0018] As an example of a movement operation, as shown in FIG. 2, an operation of dragging the field movement character J1 displayed on the screen to the destination (the position indicated by the dashed line in FIG. 2) while touching it on the screen can be mentioned. Note that the method of performing the movement operation is not particularly limited. For example, a method of performing it through the direction keys of a controller (not shown), a method by voice input, a method of detecting the movement of the player's body like motion capture, or a method of analyzing the player's brain waves during gameplay, etc. can be mentioned.
[0019] When the field movement character J1 moves on the field in response to the movement operation, accordingly, the part projected on the screen in the field is switched. The player can grasp the current position (the position after movement) of the field movement character J1 through the switched screen.
[0020] Note that the screen shown in FIG. 2 is a screen when looking at a part of the field directly from above, but it is not limited to this. The screen displayed during gameplay may be a screen when looking at a part of the field from an arbitrary viewing angle (view angle), and that angle may be arbitrarily changed according to the player's preference during gameplay.
[0021] Parameters are set for the field movement character J1. The parameters are values and statuses that the player monitors (checks) and manages during gameplay, and are set for each player in the game. In other words, it can also be said that the parameters are parameters related to the player who operates the field movement character J1. The parameters include numerical values and properties related to the field movement character J1. For example, values indicating states (current statuses) such as physical strength and hunger level, values indicating abilities such as attack power and movement speed, type and attribute, screen display size, and other characteristics can be mentioned.
[0022] During the game play, as shown in FIG. 2, the parameters are displayed near the field movement character J1 on the first screen G1. Also, during the game play, the parameters change (are updated) in conjunction with the progress of the game, specifically, the movement and state changes of the field movement character J1. For example, when the field movement character J1 moves on the field, or receives an attack or obstruction from an enemy character E on the field, the physical strength, which is a type of parameter, decreases. And when the state of the field movement character J1 reaches a state of physical strength 0 (zero) (corresponding to an example of a predetermined state), the play cannot be continued, that is, the game is over.
[0023] Also, during the game play, the player can change the parameters by using the auxiliary object H placed on the field or the input object T thrown onto the field. For example, when using the auxiliary object H or the input object T corresponding to a physical strength recovery item, the physical strength of the field movement character J1 can be increased (recovered). Note that the parameters do not necessarily have to change in conjunction with the movement of the field movement character J1 or the like. For example, they may change according to the content of the operation (such as a movement operation) of the player who operates the field movement character J1.
[0024] When the player achieves the clear conditions for each area, such as when the field movement character J1 reaches a predetermined position on the field or defeats a predetermined enemy character E that appears on the field, the player can clear that area. Also, by clearing one area, the player can move to the next area and move the field movement character J1 on the field set in the area after the transition.
[0025] Next, the co-play mode will be described. In the co-play mode, multiple players can play together in the same area at the same timing (i.e., at the same time). Note that co-play includes not only players cooperating with each other with the common goal of clearing the area, but also players competing with each other in the same area, and multiple players being divided into multiple teams and competing against each other within the same area. In the following description, participating in co-play is also referred to as "joining the co-play".
[0026] Each of the multiple players participating in the co-play selects a role before the start of the co-play. A role is a role in the game that each of the multiple players participating in the co-play undertakes. In the present invention, before the start of the co-play, each player selects one from among multiple types of roles. The multiple types of roles are, for example, the first role and the second role, and each player selects one of these before the start of the co-play. Note that the multiple types of roles may include roles other than the first role and the second role. That is, the number of roles that each player can select may be three or more.
[0027] Incidentally, in the present invention, before the start of the co-play refers to the time point before multiple players start playing in the area within the game, specifically, the stage before actually performing operations on the field movement character J1 or the support character J2 described later.
[0028] After that, according to the selection results of each player, the role of each player is set, and cooperative play starts. In cooperative play, each player plays the game with the set role. Specifically, the player set with the first role operates the above-mentioned field movement character J1 to advance the game during cooperative play. The player set with the second role supports the player set with the first role during cooperative play. To support the player set with the first role means to play the game from a position different from that of the player set with the first role. Specifically, it means playing the game so that the player set with the first role can advance the game advantageously.
[0029] Note that the first role and the second role may be roles opposite to the above content. That is, even when the second role is the role of operating the field movement character J1 and the first role is the role of supporting the player operating the field movement character J1, the present invention is applicable.
[0030] The operations of the players performed during cooperative play will be described for each role. The player set with the first role performs a movement operation on the field movement character J1 while viewing a play screen (hereinafter also referred to as the first screen G1) on his / her own operation terminal during cooperative play. The first screen G1 shows the field movement character J1 and a portion (the area surrounded by the broken line in FIG. 1) corresponding to the current position of the field movement character J1 in the field.
[0031] The player set with the second role operates a support character J2, which is an in-game character different from the field movement character J1, during cooperative play. The support character J2 is modeled after a flying object such as a UAV (Unmanned Aerial Vehicle). The number of support characters J2 that can be operated by one player set with the second role may be one or two or more, but in the following description, it is assumed to be one.
[0032] Specifically, during co-play, the player assigned the second role operates the support character J2 (hereinafter also referred to as the flight operation) while viewing the play screen (hereinafter also referred to as the second screen G2) on their own operation terminal. As shown in FIG. 3, the second screen G2 shows the support character J2 and a portion corresponding to the position of the support character J2 in the field (the area surrounded by the dashed line in FIG. 1) in an overhead view.
[0033] As an example of the flight operation, as shown in FIG. 3, an operation of touching the support character J2 displayed on the screen and dragging it to the destination while moving it on the screen can be mentioned. Note that the method of performing the flight operation is not particularly limited. For example, a method of performing it through the direction keys of a controller (not shown), a method by voice input, a method of detecting the movement of the player's body such as motion capture, or a method of analyzing the player's brain waves during the game play can be mentioned.
[0034] Based on the flight operation, the support character J2 moves (flies) within the area where the field movement character J1 exists. Specifically, the field movement character J1 and the support character J2 exist in different layers (layers) in the same area. The layer in which the support character J2 can move is above the layer different from the layer in which the field movement character J1 can move. Strictly speaking, it is a movement space virtually set as a space at a height different from the field in the game. Specifically, the support character J2 can be moved in the upper space (above the sky) of the field. Note that the movement range of the support character J2 is not limited to the upper space (above the sky) of the field and may be the lower space (such as underground) of the field.
[0035] The support character J2 can move within the entire range of the field and can move freely even in areas where the field movement character J1 cannot move within the field. For example, the field movement character J1 is restricted by obstacles and the like and cannot move in the placement areas of obstacles and the like within the field, while the support character J2 is not subject to the movement restrictions due to the above-mentioned obstacles and the like.
[0036] When the support character J2 flies above the field in response to a flight operation, accordingly, the portion of the field displayed on the second screen G2 switches. As a result, the player set to the second role can grasp the current position (the position after movement) of the support character J2 through the switched screen and can look around the entire field by continuously moving (flying) the support character J2.
[0037] Note that the second screen G2 shown in FIG. 3 is a screen when a part of the field is viewed from directly above, but is not limited thereto. The second screen G2 may be a screen when a part of the field is viewed from an arbitrary viewing angle (view angle), and the angle may be arbitrarily changed according to the preference of the player set to the second role during the game play.
[0038] Also, the second screen G2 may show a part of the field or the entire field. Also, when the player set to the second role performs an operation for enlarged display, a part of the field may be enlarged and displayed on the screen at a magnification corresponding to the operation amount. Conversely, when an operation for reduced display is performed, a part or all of the field may be reduced and displayed on the screen according to the operation amount.
[0039] Incidentally, the portion of the field shown on the first screen G1 is limited to the field movement character J1 and its vicinity, and is a narrower area than the portion shown on the second screen G2. That is, the range of the field that the player set to the first role can confirm through the screen during co-play is narrower than that of the player set to the second role. Therefore, the player set to the first role cannot visually recognize the enemy character E or the like existing outside the portion shown on the first screen G1 on the field.
[0040] On the other hand, the second screen G2 can display a wider portion of the field than the first screen G1. Thus, for example, by displaying a part or all of the field including the current position of the field movement character J1 on the second screen G2, the player set to the second role can confirm the operation of the field movement character J1, in other words, the operation of the player set to the first role.
[0041] Also, as described above, the second screen G2 can display a portion other than the portion shown on the first screen G1. Thereby, the player set to the second role can, during co-play, look at the second screen G2 and confirm the situation of the field with a wider view than the player set to the first role. That is, the player set to the second role can obtain information on a portion of the field that the player set to the first role cannot visually recognize on the first screen G1. Specifically, the player can know the type and appearance position of the enemy character existing outside the portion shown on the first screen G1.
[0042] And when the player set to the second role satisfies certain conditions, the player can notify the player set to the first role of information regarding the characters that appear in the portion shown on the second screen G2 in the field.
[0043] Specifically, the player assigned the second role operates and moves the support character J2 so that the support character J2 reaches a position corresponding to the enemy character E (hereinafter referred to as the target character) to which information is to be notified. The position corresponding to the target character is, for example, a position where the target character enters within the lighting range LS of the support character J2. The target character is not particularly limited, but a predetermined enemy character E on the field, for example, the boss enemy of the area, may be used as the target character. Note that the lighting range LS is a circular or elliptical object (specifically, an object indicating the range) displayed according to the in-game setting that lighting is irradiated onto the field from the support object J2 toward directly below the support object J2, and is constantly displayed on the second screen G2 during co-play.
[0044] When the support character J2 reaches the position corresponding to the target character, as shown in the left diagram of FIG. 4, the guide object K is displayed on the first screen G1. The guide object K is a mark indicating the direction in which the target character is located as seen from the field moving character J1, and more specifically, is a linear object connecting the current position of the field moving character J1 and the current position of the target character.
[0045] By displaying the guide object K as described above, the player assigned the second role can assist the player assigned the first role during co-play. Specifically, by displaying the guide object K, the player assigned the first role can be informed of the target character existing outside the portion shown on the first screen G1 and its direction. Note that the operation performed by the player assigned the second role to display the guide object K, that is, the flight operation of moving the support character J2 so that the target character enters within the lighting range LS, corresponds to an operation for exerting a predetermined effect on the field moving character J1.
[0046] The guide object K is always displayed while the support character J2 is in a position corresponding to the notified character (that is, as long as the notified character exists within the illumination range LS of the support character J2). On the other hand, when the notified character moves out of the illumination range LS, the guide object K for that notified character becomes invisible.
[0047] Note that while the guide object K is being displayed on the first screen G1, as shown in the right diagram of FIG. 4, on the side of the player (the player set to the second role) who operates the support character J2 so that the notified character is positioned within the illumination range LS, the guide object K may also be displayed (that is, the guide object K may also be displayed on the second screen G2).
[0048] Also, regarding the display mode of the guide object K, for example, the display time of the guide object K, the display pattern such as lighting or blinking, the color, the thickness, etc., can be arbitrarily set and can also be changed after being set.
[0049] Also, the field movement character J1 can perform an attack action against the enemy character E on the field, specifically, an action of firing a bullet or the like towards the enemy character E. When causing the field movement character J1 to perform this action, the player set to the first role performs a predetermined operation (hereinafter referred to as a shooting operation). The shooting operation includes, for example, an operation of indicating the firing direction of a bullet or the like.
[0050] When a shooting operation is performed on the field movement character J1 while the guide object K is being displayed, the firing direction of the bullet or the like may be automatically set so that the bullet or the like heads towards the notified character existing in front of the guide object K. In this case, the player set to the first role can surely hit the notified character with the bullet or the like without indicating the firing direction in the shooting operation. As described above, the player set to the second role can effectively assist the player set to the first role by displaying the guide object K.
[0051] On the other hand, during co-play, the support character J2 cannot attack the enemy character E and will not be attacked or obstructed by the enemy character E. Also, the support character J2 cannot use the auxiliary object H and the input object T. That is, the player assigned the second role cannot enjoy the effects brought by the auxiliary object H and the input object T. Instead, during co-play, the player assigned the second role can perform an operation of putting the input object T on the field (hereinafter referred to as the input operation) as support supplies for the player assigned the first role.
[0052] The input operation is performed through the second screen G2. Specifically, the player assigned the second role selects an object to be input as the input object T from the objects held in the game, and clicks the button corresponding to the type of the object selected as the input object T among the object selection buttons displayed on the screen as shown in the left figure of FIG. 5. After that, the player assigned the second role designates the placement position of the input object T on the field. Note that the object used as the input object T and the placement position of the input object T are not limited to being determined based on the will of the player assigned the second role, and may be automatically determined by, for example, lottery.
[0053] By performing the input operation in the above procedure, as shown in the right figure of FIG. 5, the input object T is put on the field from the support character J2 operated by the player who performed the input operation. Then, as described above, the input object T is used by the player assigned the first role, and is used when the field movement character J1 operated by that player approaches the input object T. That is, the effect of the input object T is imparted to the player assigned the first role.
[0054] The effect of the input object T varies depending on the type of the object being input, and the content of the effect (i.e., the type of the object) can be arbitrarily determined according to the content of the game. Note that the types of the input object T may include types that interfere with the play of the player set in the first role, in addition to types that assist the player set in the first role.
[0055] Also, during the game play, the player set in the second role can purchase an object that can be used as the input object T, and can input the purchased object onto the field as the input object T. Note that the object that can be used as the input object T may be obtained by methods other than purchase, for example, by playing a lottery event or the like held within the game.
[0056] As described above, in the co-play mode, each of the multiple players who perform co-play plays the game in either the first role or the second role, and operates one of the in-game characters corresponding to the role, that is, either the field movement character J1 or the support character J2.
[0057] Also, in the co-play mode, multiple players can select the first role and play the game. In this case, on the field, there is a field movement character J1 for each player set in the first role, and each player set in the first role operates their own field movement character J1.
[0058] Also, when multiple players perform co-play in the first role, each player performs co-play while monitoring the parameters of the field movement character J1 that they operate. Then, during co-play, a player whose parameter reaches a predetermined state, specifically, a state where the physical strength is 0, can no longer continue to play in the first role because their field movement character J1 becomes inoperable.
[0059] In addition, in the co-play mode, when multiple players are set to the first role and one or more players are set to the second role, the players set to the second role can assist a designated player among the multiple players set to the first role and cooperate with the assisted player during co-play. The player to be assisted may be designated before the co-play starts, or may be designated during the co-play. Also, the player to be assisted may be randomly determined from among the multiple players set to the first role regardless of the intention of the players set to the second role.
[0060] In addition, in the co-play mode, for the number of players playing in the first role, the minimum required number (the first lower limit) and the maximum number of participants (the first upper limit) are determined. Therefore, co-play can be started only when the number of players who have selected the first role exceeds the first lower limit. Also, when the number of players who have selected the first role has reached the first upper limit, other players cannot newly select the first role until an empty slot is secured. The empty slot is the remaining number of players to be set to the first role, that is, the difference between the upper limit number of players to be set to the first role and the current number.
[0061] On the other hand, for the number of players playing in the second role, the minimum required number (the second lower limit) and the maximum number of participants (the second upper limit) are also determined. Therefore, co-play can be started only when the number of players who have selected the second role exceeds the second lower limit. Also, when the number of players who have selected the second role has reached the second upper limit, other players cannot newly select the second role until an empty slot is secured. Note that for the number of players playing in the second role, a lower limit may not be provided, and co-play may be started even if the number of players who have selected the second role is any number, for example, 0.
[0062] [Regarding Role Setting and Role Change in the First Embodiment] In the present invention, before the start of cooperative play, a role is set for each of a plurality of players who play cooperatively, and during cooperative play, each player performs an operation according to the set role. Also, as described above, cooperative play cannot be started unless the number of players selecting each role exceeds the respective minimum required number (lower limit). Furthermore, since an upper limit is set for the number of players in each role, the role of each player is set (adjusted) so that the number of players in each role does not exceed the upper limit.
[0063] On the other hand, in the first embodiment of the present invention, for example, when an empty slot is secured during cooperative play, the role of the target player can be changed to the role for which the empty slot was secured. The target player is a player among the plurality of players who play cooperatively and is the target for whom the role is changed during cooperative play, and in particular, is a player set to the first role before the start of cooperative play, and will hereinafter be referred to as the first target player. Also, a player who is set to the second role before the start of cooperative play and is the target for whom the role is changed during cooperative play will be referred to as the second target player.
[0064] Hereinafter, the role of operating the field movement character J1 will be the first role, and the role of operating the support movement character J2 will be the second role. However, as described above, the first role and the second role may each be the opposite role to the above.
[0065] Hereinafter, the role setting and role change in the first embodiment will be described. Hereinafter, a case will be assumed where the lower limit (first lower limit and second lower limit) of the number of players set for each role is 1 and the upper limit (first upper limit and second upper limit) is 3. However, these values are merely examples, and the lower limit and upper limit of each role can be determined to be arbitrary values.
[0066] In the first embodiment, each of a plurality of players who play together performs a selection operation of selecting one from among a plurality of types of roles, specifically, the first role and the second role, before the start of the cooperative play. Specifically described, one player (hereinafter referred to as the host) who holds the cooperative play designates the area to be the subject of the cooperative play and then recruits participants (hereinafter referred to as guests) for the cooperative play. After that, the guest players and the host player who applied to participate in the cooperative play each select the role they desire while viewing the role selection screen of FIG. 6 displayed before the start of the cooperative play, and click the button corresponding to the selected role in the role selection screen. Such an operation corresponds to the selection operation.
[0067] As shown in FIG. 6, the role selection screen displays the selection results of the players who have performed the selection operation. Players who have not yet performed the selection operation can select their roles while checking the roles selected by other players. Thereby, role matching is performed.
[0068] Note that the role matching may be performed by recruiting the players who participate in the cooperative play and having each player perform the selection operation after the recruitment is completed. Alternatively, the selection operation may be performed when each player applies to participate in the cooperative play, and a screen showing the matching result based on the selection operation of each player (that is, the role selection result by each player) may be displayed to each player.
[0069] When the number of players who have selected the first role and the number of players who have selected the second role each exceed the lower limit number, after one of the players (for example, the host) checks the role matching result, an operation for starting the cooperative play is performed. Triggered by this, roles are set for each player, and then the cooperative play is started. In this case, the role set for each player is the role selected by the respective player in response to the selection operation, that is, the role desired by each player.
[0070] If either the number of players who have selected the first role or the number of players who have selected the second role is less than the lower limit, co-play cannot be started as it is, and the system will wait until the number of players below the lower limit increases to exceed the lower limit.
[0071] Also, while the number of players who have selected the first role has reached the upper limit (the first upper limit), players who have not yet performed a selection operation at that time cannot newly perform a selection operation to select the first role. Similarly, when the number of players who have selected the second role has reached the upper limit (the second upper limit), players who have not yet performed a selection operation at that time cannot newly perform a selection operation to select the second role.
[0072] On the other hand, in the first embodiment, when the number of players who have selected a certain role has reached the upper limit, a reservation operation for changing that role can be performed. Specifically, when the number of players who have selected the second role has reached the second upper limit, players who have not yet performed a selection operation at that time cannot select the second role even if they originally hoped to do so, and they will have to select the first role in order to participate in co-play. Therefore, such players perform a selection operation to select the first role, and at this time, a reservation operation for change can be performed.
[0073] The reservation operation for change is performed, for example, through the reservation screen G3 shown in FIG. 7. The reservation screen G3 is a screen displayed for players who have selected a role different from that role when the number of players who have selected a certain role has reached the upper limit. When a player who has selected the first role wishes to make a reservation for change, the player clicks the reservation request button (the button labeled "Yes" on the screen) in the reservation screen G3. Such an operation corresponds to the reservation operation for change.
[0074] For a player who has performed the above change reservation operation, if a predetermined condition is satisfied during co-play, the role can be changed. More specifically, it is possible to change from the first role to the second role. Here, when the number of players who have selected the second role has reached the second upper limit number and a selection operation to select the first role is performed, and the player who has performed the above change reservation operation corresponds to the target player of the present invention, strictly speaking, the first target player.
[0075] Note that the change reservation operation may be performed after a selection operation is performed before the start of co-play, may be performed before the selection operation or at the same timing as the selection operation, or may be performed after the start of co-play.
[0076] Also, when the number of players who have selected the first role has reached the first upper limit number, players who have not yet performed a selection operation at that time will inevitably perform a selection operation to select the second role. At this time, however, a change reservation operation can be performed. As a result, if a predetermined condition is satisfied during co-play, the role of the above player can be changed. Specifically, it is possible to change from the second role to the first role. Here, when the number of players who have selected the first role has reached the first upper limit number and a selection operation to select the second role is performed, and the player who has performed the above change reservation operation corresponds to the second target player.
[0077] As described above, in the first embodiment, the role of each of the first target player and the second target player who have performed the change reservation operation can be changed when a predetermined condition (hereinafter referred to as a change condition) is satisfied during co-play. Specifically, it can be changed to the role that each target player originally desired. On the other hand, the role of a player who has not performed the change reservation operation (non-target player) is not changed even if the change condition is satisfied during co-play.
[0078] The change condition is that an empty slot is secured during co-play. Specifically explained, for example, before the start of co-play, assume that the number of players who have selected the second role has reached the second upper limit, and co-play starts in that situation. That is, assume a case where co-play starts with the number of players set for the second role having reached the second upper limit.
[0079] In the above case, during co-play, if a player set for the second role leaves the co-play, and the number of players playing in the second role decreases from the second upper limit to less than the second upper limit, that is, an empty slot is secured for the second role, this meets the change condition. Also, the change condition in this case will be referred to as the first change condition below.
[0080] Note that as situations where a player leaves the co-play, for example, the operation character being in a state where it cannot be operated (for example, in the case of the field movement character J1, a state of having 0 physical strength) and being unable to continue playing, the player voluntarily retiring from the co-play, the play being interrupted due to communication obstacles, etc., the player leaving the co-play unattended without operating for a certain period of time, and other circumstances making it impossible to continue the co-play, etc. can be cited.
[0081] Similarly, assume a case where before the start of the behavior play, the number of players who have selected the first role has reached the first upper limit, and co-play starts with the number of players set for the first role having reached the first upper limit. In this case, during co-play, if a player set for the first role leaves the co-play, and the number of players playing in the first role decreases from the first upper limit to less than the first upper limit, that is, an empty slot is secured for the first role, this meets the change condition. Also, the change condition in this case will be referred to as the second change condition below.
[0082] When the first change condition is met during co-play, it becomes possible to change the role of the first target player. Specifically, it can be changed from the first role to the second role. Similarly, when the second change condition is met during co-play, it becomes possible to change the role of the second target player. Specifically, it can be changed from the second role to the first role.
[0083] Also, in the first embodiment, when changing the role of a player during co-play, the role is changed after confirming the player's intention. Specifically, when the first change condition is met during co-play, an inquiry screen G4 shown in FIG. 8 is displayed on the operation terminal of the first target player. The inquiry screen G4 is displayed for the purpose of inquiring whether to change the role. The first target player determines whether to change the role. If the role is to be changed, the change request button (the button marked "Yes" on the screen) in the inquiry screen G4 is clicked. If the change is to be postponed, the change postponement button (the button marked "No" on the screen) is clicked. These screen operations (specifically, the operation of clicking any button on the screen) correspond to the answer operation to the inquiry.
[0084] In the first embodiment, when the first target player answers the inquiry to change the role, the role of the first target player is changed from the first role to the second role on this occasion. Due to the change of the role, the first target player can operate the in-game character corresponding to the changed role, that is, the support character J2. Specifically, the first target player can perform a flight operation on the support character J2. Also, due to the change to the second role, the first target player comes to assist other players playing in the first role. Specifically, the first target player can perform an operation (flight operation) to display the guide object K and an operation (input operation) to input the input object T.
[0085] Similarly, when a second change condition is met during joint play, a query screen G4 is displayed on the operation terminal of the second target player, and the second target player determines whether or not to change the role and performs a response operation, specifically, an operation of clicking any button in the query screen G4. In the first embodiment, when the second target player responds to the query by indicating that he or she will change the role, this triggers a change in the role of the second target player from the second role to the first role. By changing the role, the second target player becomes able to control the field moving character J1, specifically, becomes able to perform a movement operation on the field moving character J1.
[0086] However, when a player's role is changed during a joint play, the number of players set to the same role as the player's role before the change is decreased by one. As a result, it is expected that the number of players set to the above roles will fall below the lower limit, in which case it will be difficult to continue the joint play. In order to avoid such a situation, when the first change condition is established, the role of the first target player can be changed from the first role to the second role only if the number of players playing the first role during the joint play (strictly speaking, the number of players after the role of the first target player is changed) exceeds the first lower limit.
[0087] Similarly, when the second change condition is met, the role of the second target player can be changed from the second role to the first role only if the number of players playing the second role during collaborative play (strictly speaking, the number of players after the role of the second target player is changed) exceeds a second lower limit.
[0088] [Regarding the information processing device of the first embodiment and the operation terminal of each player] Next, the information processing device and the operation terminal of each player according to the first embodiment will be described. Note that the following description will be given assuming a situation in which six players A to F play the same area of the game together in the cooperative play mode.
[0089] As shown in FIG. 9, each player possesses operation terminals 11 to 16 for the game. Each of the operation terminals 11 to 16 is a client terminal, and specifically, it is composed of a personal computer, a smartphone, a mobile phone, a tablet terminal, a game machine, a television receiver capable of information input, a wearable terminal, or the like. As shown in FIG. 9, each of the operation terminals 11 to 16 is communicably connected to the server 10 via a communication network 17. The communication network 17 is, for example, a communication line network composed of the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, and Ethernet (registered trademark), etc.
[0090] The server 10 is an example of the "information processing apparatus" of the present invention, and is a computer that executes generation, transmission and reception, etc. of data necessary for game progress, and various information processes related to game progress. More specifically, it is, for example, an SNS server. The server 10 may be composed of one computer, or may be composed of a plurality of computers that are parallel-distributed. Further, the server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since a series of information processes related to game progress (however, excluding information input and display) are executed by the server 10, on the operation terminal 11 to 16 side of each player, it suffices to perform input of information to be delivered to the server 10, output of information distributed from the server 10, and the like.
[0091] As a hardware device, as shown in FIG. 9, the server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The processor 21 may be constituted by a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.
[0092] The memory 22 may be constituted by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be constituted by, for example, a network interface card, a communication interface board, or the like. The standard for data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of the 3G to 5G or later generations, or communication based on LTE (Long Term Evolution).
[0093] The storage 24 may be constituted by a flash memory, a HDD (Hard Disc Drive), an SSD (Solid State Drive), an FD (Flexible Disc), a MO disk (Magneto-Optical disc), a CD (Compact Disc), a DVD (Digital Versatile Disc), an SD card (Secure Digital card), a USB memory (Universal Serial Bus memory), or the like. Further, the storage 24 may be built in the server 10, or may be attached to the server main body in an external form. Furthermore, the storage 24 may be constituted by an external computer (for example, a database server) or the like that is communicably connected to the server main body. Note that, as a technique for recording various data, a distributed ledger technology such as blockchain may be used for the purpose of avoiding unauthorized data tampering and the like.
[0094] In addition, programs for an operating system (OS) and information processing programs for game progress are installed in the server 10 as software. These programs correspond to the "programs" of the present invention and are programs for controlling the server 10, which is a computer. That is, when executed by the above-described processor 21, the server 10 exhibits the functions of the information processing apparatus of the present invention.
[0095] Note that the program may be obtained by being read from a computer-readable recording medium (media), or may be obtained (downloaded) via a network such as the Internet or an intranet.
[0096] During the game play, Server 10 advances the game by executing the above program. Specifically, Server 10 receives game progress operations from each of Players A to F and executes a series of processes for advancing the game. For example, before the start of co-play, Server 10 executes a process of setting the role of each of Players A to F. Specifically, before the start of co-play, Server 10 receives a role selection operation from each player and sets the role of each player according to the selection operation.
[0097] Also, during co-play, Server 10 executes a process of generating display data for the game play screens (for example, the first screen G1 and the second screen G2) and transmitting it to the operation terminals 11 to 16 of each player. Also, Server 10 executes a process of changing parameters such as the physical strength of the field movement character J1 for each player according to the progress of the game.
[0098] In addition, Server 10 executes a process according to the operations of each player during co-play. For example, when an input operation is performed, a process of inputting the input object T onto the field is executed. Also, when a flight operation on the support character J2 is performed so that the notified character enters the lighting range LS, a process of displaying the guide object K for the notified character is executed.
[0099] Also, when the change condition is satisfied during co-play, Server 10 makes the role of the player who has performed the change reservation operation changeable and changes the role at a predetermined timing. Specifically, when the first change condition is satisfied during co-play, Server 10 changes the role of the first target player from the first role to the second role when the first target player answers on the inquiry screen G4 that they want to change their role. At this time, the role of the first target player is changed only when the number of players playing in the first role in the co-play exceeds the first lower limit number.
[0100] Similarly, when the second change condition is satisfied during co-play, when the server 10 receives an answer from the second target player that the role is to be changed on the inquiry screen G4, the server 10 changes the role of the second target player from the second role to the first role. At this time, the role of the second target player is changed only when the number of players playing in the second role in co-play exceeds the second lower limit number.
[0101] Explaining the configuration of the server 10 again from the configuration aspect, as shown in FIG. 10, the server 10 includes an operation reception unit 31, a role setting unit 32, a game progress unit 33, a display control unit 34, a storage unit 35, an inquiry unit 36, and a role change unit 37. Among these functional units, the storage unit 35 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of various hardware devices constituting the server 10 and the programs installed in the server 10. Hereinafter, each functional unit will be described in detail.
[0102] (Operation Reception Unit) The operation reception unit 31 receives game progress operations performed by the players through the operation terminals 11 to 16. Specifically, it obtains data indicating the operation content from the operation terminals 11 to 16 via the communication network 17. In particular, in the co-play mode, the operation reception unit 31 receives game progress operations for each player.
[0103] In the co-play mode, before the start of co-play, the operation reception unit 31 receives a role selection operation from each of a plurality of players who will perform co-play. On the other hand, before the start of co-play, when the number of players who have selected the first role reaches the first upper limit number, while this situation continues, the operation reception unit 31 does not newly receive a selection operation for selecting the first role. Similarly, while the number of players who have selected the second role reaches the second upper limit number, the operation reception unit 31 does not newly receive a selection operation for selecting the second role.
[0104] Also, when there is a player who has performed a change reservation operation among a plurality of players, that is, a first target player and / or a second target player, the operation reception unit 31 receives the change reservation operation from that player.
[0105] Also, while the co-play continues after the co-play starts, the operation reception unit 31 receives a movement operation for the field movement character J1 from the player set to the first role, and receives a flight operation for the support character J2 from the player set to the second role. Also, when the player set to the second role performs an input operation of the input object T during the co-play, the operation reception unit 31 receives the input operation from that player.
[0106] Also, when the first target player performs a response operation through the inquiry screen G4 displayed when the first change condition is satisfied during the co-play, the operation reception unit 31 receives the response operation from the first target player. Similarly, when the second target player performs a response operation through the inquiry screen G4 displayed when the second change condition is satisfied during the co-play, the operation reception unit 31 receives the response operation from the second target player.
[0107] (Role setting unit) Before the start of the co-play, the role setting unit 32 sets a role for each of the plurality of players who perform the co-play based on the selection operation received by the operation reception unit 31 from each player. Specifically, among the first role and the second role, the role selected by each player is set.
[0108] (Game progress unit) During co-play, the game progress unit 33 advances the game according to the operations received from each player. For example, when a movement operation is received from a player set with the first role, the game progress unit 33 moves the field movement character J1 operated by that player on the field according to the movement operation. At this time, the game progress unit 33 may change the state of the field in conjunction with the movement of the field movement character J1. For example, the appearance position of the enemy character E on the field may be changed.
[0109] In addition, the game progress unit 33 changes the parameters of the player set with the first role, specifically, the state of the field movement character J1 operated by that player, according to the progress of the game. For example, when the field movement character J1 is attacked by the enemy character E on the field, the game progress unit 33 changes the state of the field movement character J1 by reflecting that attack. Specifically, it executes a process of reducing the physical strength of the field movement character J1.
[0110] In addition, when the field movement character J1 approaches or contacts the auxiliary object H or the input object T on the field, the game progress unit 33 gives the player operating the field movement character J1 an effect corresponding to that object. For example, when using an object for physical strength recovery, it executes a process of increasing (recovering) the physical strength.
[0111] Note that when the state of the field movement character J1 reaches a state of zero physical strength, the player who was operating the field movement character J1 can no longer operate the field movement character J1 at that time, and it becomes a state where the game cannot be continued (game over).
[0112] During co-play, when the game progress unit 33 receives a flight operation from a player set to the second role, it moves (flies) the support character J2 corresponding to that player in the air above the field according to the flight operation. Also, during co-play, when the game progress unit 33 receives an input operation from a player set to the second role, it places (inputs) the input object T on the field according to the type and placement position of the object specified by the input operation. Along with the input of the input object T, the game progress unit 33 executes a process of subtracting the number of objects used as the input object T from the player who performed the input operation.
[0113] (Display control unit) During co-play, the display control unit 34 controls the operation terminals 11 to 16 of each player to display the play screen. Specifically, it generates display data for each player for the play screen and transmits the display data to the operation terminals 11 to 16 of each player. More specifically, it transmits the display data of the first screen G1 to the operation terminal of the player playing in the first role, and transmits the display data of the second screen G2 to the operation terminal of the player playing in the second role.
[0114] Also, when the field movement character J1 moves on the field by receiving a movement operation from the player playing in the first role, the display control unit 34 generates and transmits the display data of the first screen G1 after the movement. On the first screen G1 displayed based on this display data, a portion corresponding to the position of the field movement character J1 after the movement in the field is reflected. As a result, in conjunction with the movement of the field movement character J1, the portion of the field reflected on the first screen G1 is switched as needed.
[0115] Similarly, when the support character J2 flies over the field by receiving a flight operation from a player playing in the second role, the display control unit 34 generates and transmits the display data of the second screen G2 after the movement. On the second screen G2 displayed based on this display data, a portion corresponding to the position of the support character J2 after the movement in the field is projected. Thereby, in conjunction with the movement (flight) of the support character J2, the portion reflected on the second screen G2 in the field is switched as needed.
[0116] Also, during co-play, assume that a notified character enters the illumination range LS of the support character J2 operated by the player playing in the second role in response to the flight operation of the player. In this case, the display control unit 34 specifies the current positions of each of the field movement character J1 and the notified character, and causes a linear guide object K connecting the specified positions to be displayed on the play screen (that is, the first screen G1) of the player playing in the first role. On the other hand, when the notified character moves out of the illumination range LS, the display control unit 34 ends the display of the guide object K at that time. Note that when a plurality of players play in the first role, the display control unit 34 may display the guide object K for each player, or may display the guide object K only for the player operating the field movement character J1 located closest to the notified character.
[0117] (Storage unit) The storage unit 35 stores various types of information necessary for the progress of the game. The information stored in the storage unit 35 includes area information and player information.
[0118] The area information is information regarding each of a plurality of areas set in the game, and is stored in the storage unit 35 for each area. The area information includes the identification number of each area, information regarding the fields within the area, and the clearance conditions of the area, etc. The information regarding the fields includes the terrain of the field, the types and arrangement positions of the auxiliary objects H arranged on the field, and the types and appearance positions of the enemy characters E that appear on the field, etc.
[0119] The player information is information regarding each of a plurality of players who perform cooperative play, and is stored in the storage unit 35 for each player. As shown in FIG. 11, the player information includes the name of each player, the identification ID, the area in which the player is playing, the types and quantities of the possessed objects (possessed items), the types and quantities of the in-game currency, and the currently set role, etc.
[0120] Also, as shown in FIG. 11, the player information of the player set to the first role further includes information regarding the field movement character J1 to be operated, for example, the current state and parameters of the field movement character J1, and the current position on the field, etc. The player information of the player set to the second role further includes information regarding the support character J2 to be operated, for example, the current position of the support character J2 in the area, the types and input positions of the input objects T input from the support character J2, and information regarding the player designated as the support target (for example, the name or identification ID), etc.
[0121] Also, as shown in FIG. 11, the player information further includes flag information indicating whether the player who has performed the reservation operation for change (that is, the first target player or the second target player) is the player or not. Note that the player information is not limited to the information shown in FIG. 11, and may further include information other than the information shown in FIG. 11.
[0122] (Inquiry section) When the change condition is satisfied during the cooperative play, the inquiry unit 36 makes an inquiry to the first target player and / or the second target player as to whether to change the role or not.
[0123] Specifically, in the case where the cooperative play is started in a state where the number of players set for the second role has reached the second upper limit number, and a vacant slot is secured for the second role during the cooperative play (that is, the number of players playing in the second role has become less than the second upper limit number from the second upper limit number), it is assumed. In this case, the inquiry unit 36 makes the above inquiry to the first target player by displaying an inquiry screen G4 on the operation terminal of the first target player. At this time, the above inquiry may be made to the first target player only when the number of players playing in the first role in the cooperative play exceeds the first lower limit number.
[0124] Also, at the start point of the cooperative play, it is assumed that the number of players set for the first role has reached the first upper limit number, and a vacant slot is secured for the first role during the cooperative play (that is, the number of players playing in the first role has become less than the first upper limit number from the first upper limit number). In this case, the inquiry unit 36 makes the above inquiry to the second target player by displaying an inquiry screen G4 on the operation terminal of the second target player. At this time, the above inquiry may be made to the second target player only when the number of players playing in the second role in the cooperative play exceeds the second lower limit number.
[0125] (Role change unit) When the change condition is satisfied during the cooperative play, the role change unit 37 can change the role of the target player set for the first role from the first role to the second role. Specifically, when the operation reception unit 31 receives a change reservation operation from the first target player and the first change condition is satisfied during the cooperative play, the role change unit 37 can change the role of the first target player from the first role to the second role.
[0126] In the first embodiment, when the first target player answers "to change the role" to the inquiry from the inquiry unit 36 and the operation reception unit 31 receives the answer operation, the role change unit 37 can change the role of the first target player from the first role to the second role. In the first embodiment, on the condition that the first change condition is satisfied, the role of the first target player can be changed from the first role to the second role only when the number of players playing with the first role during co-play (strictly speaking, the number of players after role change) exceeds the first lower limit number.
[0127] Also, when the operation reception unit 31 receives a change reservation operation from the second target player and the second change condition is satisfied during co-play, the role change unit 37 can change the role of the second target player from the second role to the first role. In the first embodiment, when the second target player answers "to change the role" to the inquiry from the inquiry unit 36 and the operation reception unit 31 receives the answer operation, the role change unit 37 can change the role of the second target player from the second role to the first role. In the first embodiment, on the condition that the second change condition is satisfied, the role of the second target player is changed from the second role to the first role only when the number of players playing with the second role during co-play (strictly speaking, the number of players after role change) exceeds the second lower limit number.
[0128] [Regarding the information processing method according to the first embodiment] Next, as the information processing method according to the first embodiment, an information processing flow for game progress in the first embodiment (hereinafter referred to as this information processing flow) will be described. Note that this information processing flow is merely an example, and unnecessary steps may be deleted, new steps may be added, or the execution order of the steps may be changed without departing from the spirit of the present invention.
[0129] This information processing flow is executed by a computer, i.e., server 10, which constitutes the information processing apparatus according to the first embodiment, in accordance with the flow shown in FIGS. 12A and 12B. Hereinafter, a scenario where six players A to F play jointly in the same area will be assumed and described.
[0130] In this information processing flow, first, the roles of each of players A to F are set (S001). This step S001 is performed before the start of the joint play. Specifically, before the start of the joint play, server 10 receives a role selection operation from each of players A to F.
[0131] Specifically, each player checks, on the role selection screen shown in FIG. 6, how many players have selected each role at the current time (in other words, whether there are any empty slots), and selects either the first role or the second role. The selection result of each player is digitized and transmitted from each player's operation terminal to server 10.
[0132] Also, in the first embodiment, when the number of players who have selected the second role reaches the second upper limit number before the start of the joint play, thereafter, until the joint play starts, a player (strictly speaking, a player who has not yet performed a selection operation) cannot newly perform a selection operation to select the second role. For example, as shown in FIG. 13(a), assume that players D, E, and F have already performed a selection operation and selected the second role, and the number of players who have selected the second role has reached the second upper limit number (3 players). In this case, when player A performs a selection operation later, even if player A hopes to select the second role, player A will select the first role.
[0133] In the above case, player A who selects the first role through a selection operation can further perform a change reservation operation as shown in Fig. 13(a). When player A performs the change reservation operation, the content of the operation is digitized, and the data related to the change reservation operation is transmitted from the operation terminal 11 of player A to the server 10. The server 10 accepts the change reservation operation from player A by receiving the data. In this case, player A corresponds to the target player, specifically the first target player.
[0134] Note that in the following, as shown in Fig. 13(a), a case will be assumed and described where players A, B, and C select the first role in the selection operation, players D, E, and F select the second role in the selection operation, and also players A and D perform the change reservation operation. In this case, player A corresponds to the first target player, and player D corresponds to the second target player.
[0135] After accepting the selection operations from each of players A to F, the server 10 sets the roles of each player. Then, the server 10 starts the cooperative play on the condition that the number of players set for each role exceeds the respective lower limit numbers (one player) (S002).
[0136] Also, during the cooperative play, the server 10 executes the screen display process at any time, and causes the play screens corresponding to the operations of each of players A to F to be displayed on the operation terminals of each player (S003). The screen display process includes the process for the player set in the first role (hereinafter referred to as the first screen display process) and the process for the player set in the second role (hereinafter referred to as the second screen display process).
[0137] The first screen display process proceeds in the flow shown in Fig. 14 and is implemented through data communication between the server 10 and the operation terminal of the player set in the first role. Here, player A is taken as the representative of the player set in the first role, and the first screen display process implemented between the server 10 and the operation terminal 11 of player A will be described.
[0138] In the first screen display process, the server 10 first generates the display data of the first screen G1 and transmits it to the operation terminal 11 of player A (S021). As a result, the first screen G1 in which the field movement character J1 and a part of the field are shown is displayed on the operation terminal 11 (S022). Note that the first screen G1 displayed at the start of co-play shows the part corresponding to the initial position (start position) of the field movement character J1 in the field.
[0139] During co-play, player A performs a movement operation on the field movement character J1 as needed while viewing the first screen G1 (S023). The server 10 receives the movement operation from player A through communication with the operation terminal 11 (S024), and moves the field movement character J1 on the field according to the received movement operation (S025). After that, the server 10 generates the display data of the first screen G1 (hereinafter referred to as the "moved first screen G1") that shows the part corresponding to the position of the moved field movement character J1 in the field, and transmits it to the operation terminal 11 (S026). As a result, the moved first screen G1 is displayed on the operation terminal 11 (S027).
[0140] Thereafter, each time player A performs a movement operation, steps S024 to S027 are repeatedly executed, whereby the first screen G1 displayed on the operation terminal 11 is updated as needed. Then, the first screen display process continues during co-play and ends at the end of the game (S028). The end of the game means that the end condition of co-play is satisfied. For example, it includes the case where a predetermined area is cleared, the case where a preset co-play time (time limit) has elapsed, or the case where player A interrupts (retires) the play.
[0141] Although not particularly shown, the server 10 appropriately changes the parameters of the field movement character J1 according to the progress of the game during co-play, and accordingly updates the player information of player A stored in the storage unit 35.
[0142] The second screen display process proceeds in the flow shown in FIG. 15 and is implemented via data communication between the server 10 and the operation terminal of the player set to the second role. Here, player D is taken as the representative of the player set to the second role, and the second screen display process implemented between the server 10 and the operation terminal 14 of player D will be described.
[0143] In the second screen display process, first, the server 10 generates the display data of the second screen G2 and transmits it to the operation terminal 14 of player D (S031). As a result, the second screen G2 in which the support character J2 and a part of the field are shown is displayed on the operation terminal 14 (S032). Note that the second screen G2 displayed at the start of co-play shows the part corresponding to the initial position (start position) of the support character J2 in the field.
[0144] During co-play, player D performs a flight operation on the support character J2 at any time while looking at the second screen G2 (S033). The server 10 receives the flight operation from player D through communication with the operation terminal 14 (S034), and moves the support character J2 over the field according to the received flight operation (S035). Then, the server 10 generates the display data of the second screen G2 (hereinafter referred to as the "second screen G2 after movement") that shows the part corresponding to the position of the support character J2 after movement in the field, and transmits it to the operation terminal 14 (S036). As a result, the second screen G2 after movement is displayed on the operation terminal 14 (S037).
[0145] Thereafter, each time player D performs a flight operation, steps S034 to S037 are repeatedly implemented, whereby the second screen G2 displayed on the operation terminal 14 is updated at any time. And the second screen display process continues while co-play is being performed and ends at the end of the game (S038).
[0146] Note that, although not particularly illustrated, when player D performs an input operation of inputting the input object T onto the field during cooperative play, the server 10 receives the input operation from player D and executes a process of inputting (placing) the input object T onto the field. Along with this, the server 10 generates display data for displaying the first screen G1 and the second screen G2 when the input object T is placed on the field. Then, the server 10 transmits the generated display data to the operation terminals 11 to 16 of each player.
[0147] Also, during cooperative play, when the notified character enters the illumination range LS of the support character J2 operated by player D, the server 10 generates display data for displaying the guide object K for the notified character on the first screen G1. Then, the server 10 transmits the generated display data to the operation terminals 11 to 13 of players A to C.
[0148] Returning to the description of this information processing flow, as shown in FIG. 13(b), when the number of players playing in the second role during cooperative play decreases and an empty frame is secured, for example, when any one of players D to F leaves the cooperative play due to reasons such as retirement, the first change condition is satisfied (S004). In this case, the server 10 determines whether there is a first target player among players A to C playing in the first role (S005). Here, since player A corresponds to the first target player, the server 10 proceeds to step S006.
[0149] In step S006, the server 10 makes an inquiry to player A as to whether to change the role. Specifically, the inquiry screen G4 shown in FIG. 8 is displayed on the operation terminal 11 of player A. When player A clicks the change request button on the screen to answer that the role is to be changed, the answer operation is converted into data and transmitted from the operation terminal 11 of player A to the server 10. The server 10 receives the data regarding the answer operation and thus accepts the answer operation from player A.
[0150] When player A answers to change their role (S007), the server 10 further determines whether the number of players who will play with the first role after the role change of player A (hereinafter, referred to as the number of players with the first role for convenience) exceeds the first lower limit number (S008). When the number of players with the first role exceeds the first lower limit number, the server 10 changes the role of player A from the first role to the second role as shown in Fig. 13(c) (S009). As a result, player A operates the support character J2 as a support role in the subsequent cooperative play. Also, after the role change, player A can display the guide object K on the operation terminals 12 and 13 of players B and C during the cooperative play, and can also place the input object T on the field.
[0151] Also, in this information processing flow, similar to the first target player, it is possible to change the role of the second target player during the cooperative play. That is, in the first embodiment, it is possible to mutually change the role between the first role and the second role.
[0152] Specifically, when the number of players who play with the first role during the cooperative play decreases due to a reason such as retirement of any of players A to C and a vacancy is secured, the second change condition is satisfied (S010). When the second change condition is satisfied, the server 10 determines whether there is a second target player among players D to F who play with the second role (S011). Here, since player D corresponds to the second target player, the server 10 proceeds to step S012.
[0153] In step S012, the server 10 asks player D whether to change the role. When player D answers to change the role in response to the above inquiry (S013), the server 10 further determines whether the number of players who play with the second role after the role change of player D (hereinafter, referred to as the number of players with the second role for convenience) exceeds the second lower limit number (S014).
[0154] When the number of players in the second role exceeds the second lower limit number, the server 10 changes the role of player D from the second role to the first role (S015). As a result, in the subsequent cooperative play, player D can operate the field movement character J1, defeat the enemy character E on the field, and use the auxiliary object H or the input object T to advance the game.
[0155] Each step S004 to 015 after the screen display process in this information processing flow is repeatedly executed while the cooperative play continues. Then, at the end of the game, specifically at the end of the cooperative play, this information processing flow ends (S016).
[0156] [Regarding the Second Embodiment] In the above-described first embodiment, when the change condition is satisfied during the cooperative play, the role of the target player can be changed. Then, the target player is inquired whether to change the role or not, and when the target player answers that the role is to be changed, the role of the target player is changed. That is, in the first embodiment, when the target player answers that the role is to be changed, the role of the target player is changed on this occasion. However, it is not limited to this, and other embodiments (hereinafter referred to as the second embodiment) can be considered.
[0157] Hereinafter, the second embodiment will be described. In the second embodiment, mainly the differences from the first embodiment will be described, and the description of the points common to the first embodiment will be omitted. Hereinafter, the same case as in the first embodiment, that is, a scenario where players A to F perform cooperative play and player A has performed a change reservation operation and corresponds to the target player (strictly speaking, the first target player) will be assumed.
[0158] In the second embodiment, as in the first embodiment, when the change condition (strictly speaking, the first change condition) is satisfied during co-play, the role of player A can be changed from the first role to the second role. Also, when player A wishes to change the role, after the change condition is satisfied, player A performs a predetermined operation (hereinafter referred to as a change instruction operation) on their operation terminal 11. Examples of the change instruction operation include an operation in which player A touches or repeatedly presses a predetermined location on the play screen (i.e., the first screen G1) during co-play, an operation of uttering a predetermined phrase, or an operation of displaying a change instruction screen (not shown) and touching a predetermined location on the screen.
[0159] Player A can perform the change instruction operation at any timing during co-play as long as the change condition is satisfied during co-play. In the second embodiment, between the time when the change condition is satisfied and the time when the change instruction operation is performed, the inquiry screen G4 shown in FIG. 8 may be displayed on player A's operation terminal 11 to inquire of player A whether to change the role.
[0160] When the server 10 (specifically, the operation reception unit 31) receives the change instruction operation from player A, based on this, the role of player A is changed from the first role to the second role. That is, in the second embodiment, at the timing when the change instruction operation by player A is received, the server 10 (specifically, the role change unit 37) changes the role of the target player from the first role to the second role.
[0161] In the above respects, the second embodiment is different from the first embodiment, while in other respects it is common to the first embodiment, and the same effects as the first embodiment can be obtained.
[0162] [Regarding the Third Embodiment] Regarding the timing of changing the role of the target player, an example different from the above-described embodiment (hereinafter referred to as the third embodiment) may be conceivable. Hereinafter, the third embodiment will be described with reference to FIGS. 16A and 16B. In the following, mainly the differences between the first and second embodiments and the third embodiment will be described, and the description of the points common to the first and second embodiments will be omitted.
[0163] Also, in the following, a scenario will be assumed in which players A to F perform cooperative play, and at the start of the cooperative play, the roles of players A to C are the first role, and the roles of players D to F are the second role. In such a scenario, the number of players set for each role at the start of the cooperative play has reached the upper limit number (3 players), and it is assumed that players A and D have performed the change reservation operation. That is, in the following description, player A corresponds to the target player, strictly speaking, the first target player, and player D corresponds to the second target player. Incidentally, FIG. 16A shows the screen transition on the side of player A, and FIG. 16B shows the screen transition on the side of player D.
[0164] In the third embodiment, while the first change condition is satisfied during the cooperative play, when the state of the field movement character J1 operated by player A becomes a predetermined state, for example, a state with 0 physical strength (that is, a state where play cannot be continued), based on this, the role of player A is changed from the first role to the second role.
[0165] Specifically, while the first change condition is satisfied during the cooperative play, when the physical strength of the field movement character J1 operated by player A becomes 0 (the left figure in FIG. 16A), the server 10 (specifically, the role change unit 37) changes the role of player A from the first role to the second role based on this.
[0166] Then, as a result of the role change, a screen showing the support character J2, i.e., the second screen G2, is displayed on the operation terminal 11 of the player A, and the player A can operate the support character J2 in the continuing joint play thereafter, as shown in the right diagram of Fig. 16A. Also, as the role of the player A has been changed to the second role, the player A can display the guide object K and throw the throw-in object T onto the field.
[0167] In addition, when changing the role of player A, the server 10 may determine whether the number of players playing the first role exceeds a first lower limit, and change the role of player A from the first role to the second role only if the number of players playing the first role exceeds the first lower limit.
[0168] In the third embodiment, similarly to the first embodiment, the role can be changed between the first role and the second role. Specifically, when the support character J2 operated by the player D becomes in a predetermined state while the second change condition is satisfied in the cooperative play, the server 10 (more specifically, the role change unit 37) takes this as an opportunity to change the role of the player D from the second role to the first role.
[0169] Here, the support character J2 being in a predetermined state means that the support character J2 is in a state where the player D is not performing an operation for the support character J2 to exert a support effect (predetermined effect) on the field moving character J1. Specifically, for example, this corresponds to a state where the guide object K is no longer displayed, or more simply, a state where the enemy character E corresponding to the notified character is out of the illumination range LS of the support character J2 (the left diagram in FIG. 16B).
[0170] Then, as a result of the change in roles, a screen showing the field-moving character J1, i.e., the first screen G1, is displayed on the operation terminal 14 of Player D, as shown in the right diagram of Figure 16B, and Player D becomes able to control the field-moving character J1 in the subsequent collaborative play.
[0171] In addition, when changing the role of player D, the server 10 determines whether the number of players in the second role exceeds the second lower limit number, and may change the role of player D from the second role to the first role only when the number of players in the second role exceeds the second lower limit number.
[0172] As described above, the third embodiment is different from the first and second embodiments in that the timing of role change is different, while in other respects it is common to the first and second embodiments, and the same effects as the first and second embodiments can be obtained.
[0173] Also, as an example of the third embodiment, cases other than the above-mentioned cases can be considered. For example, while the first change condition is satisfied during co-play, when the state of the field movement character J1 operated by another player (for example, player B) playing in the first role other than player A becomes a predetermined state, for example, a state with 0 physical strength (a state where play cannot continue). In this case, after making it possible for player B to operate the field movement character J1 instead of the field movement character J1 operated by player A which has reached the predetermined state, the role of player A is changed from the first role to the second role. Thereby, player A delegates the operation authority of the field movement character J1 that he / she has been operating to player B, and on top of that, role change becomes possible. Also, the field movement character J1 that will be operated by player B afterwards inherits the state and parameters of player A's field movement character J1 at the time immediately before the role of player A changes, and play resumes from the position on the field where player A's field movement character J1 is located at that time.
[0174] Furthermore, regarding the third embodiment, further variations are conceivable. For example, while the second change condition is satisfied during co-play, assume that the state of the field movement character J1 operated by any one of players A to C playing in the first role reaches a state where the physical strength is 0 (a predetermined state). Triggered by this, the server 10 (specifically, the role change unit 37) may change the role of player D, who is the second target player, from the second role to the first role.
[0175] Alternatively, when the first change condition is satisfied during co-play, a query as to whether to change the role is made to player A, who is the first target player, and assume that player A answers that the role is to be changed. Furthermore, assume that players A to F who are playing co-play clear the area where they were playing at the time of the above answer and proceed to the next area. Triggered by this, the server 10 (specifically, the role change unit 37) may change the role of player A from the first role to the second role. In this way, the role of the first target player may be changed triggered by shifting to a stage (area) determined according to the timing of the answer.
[0176] [Other Embodiments] So far, several specific embodiments of the information processing apparatus, information processing method, and program of the present invention have been described with examples, but the above-described embodiments are merely examples, and other embodiments are also conceivable.
[0177] In the above embodiment, the server 10, which is an example of a computer, functions as the information processing apparatus of the present invention, but a part of the functions of the server 10 may be provided on the operation terminal side of the player. For example, the game progress unit 33 may be provided on the operation terminal of the player. In that case, in co-play, the operation terminal of each player receives game progress data from the server 10 and executes a process of advancing the game according to the operations of each player.
[0178] In the above-described embodiment, the communication method when each operation terminal of a plurality of players who play together communicates is the method via the server 10 (client-server method), but a P2P (peer-to-peer) method without going through the server 10 may also be used. In that case, the operation terminals of the respective players cooperate to function as the information processing apparatus of the present invention.
[0179] [Summary] The present invention is achieved by the configurations shown in the following [1] to
[12] , and various effects can be achieved by each configuration.
[0180] [1] The information processing apparatus of the present invention includes, before the start of cooperative play of a game, a role setting unit that sets, for each of a plurality of players, the role that the player will assume during cooperative play, and a role changing unit that can change the role of the target player set in the first role from the first role to the second role when a change condition is satisfied during cooperative play. According to the information processing apparatus of the present invention, the role of the target player set before the start of cooperative play can be changed during the cooperative play (during the game). If the role of the target player can be changed in this way, the target player can play the game with a role different from the role set at the start, for example, during cooperative play. As a result, the interest of the cooperative play-compatible game can be enhanced.
[0181] [2] The information processing apparatus of the present invention may include an inquiry unit that, when an inquiry condition is satisfied during cooperative play, inquires of the target player whether to change the role. Then, the role changing unit may be able to change the role of the target player from the first role to the second role when the target player answers that the role is to be changed in response to the inquiry. According to the above configuration, when changing the role of the target player, the target player is asked whether to change the role, and when the target player answers that they want to change the role, the role of the target player is changed. Thus, it is possible to change the role of the target player while respecting the intention of the target player.
[0182] [3] The information processing apparatus of the present invention may have an operation reception unit that receives operations of each of a plurality of players. Before the start of the cooperative play, the operation reception unit may receive a selection operation for selecting any type of role from each of the plurality of players. Also, an upper limit number of the first number of players playing with the first role and an upper limit number of the second number of players playing with the second role during the cooperative play may be determined respectively. Then, it is preferable that the operation reception unit does not newly receive a selection operation for selecting the first role while the number of players who have selected the first role has reached the upper limit number, and does not newly receive a selection operation for selecting the second role while the number of players who have selected the second role has reached the upper limit number. According to the above configuration, by setting an upper limit number of the number of players who can select each role, it is possible to keep the number of players for each role during the cooperative play within an appropriate range.
[0183] [4] Further, in the information processing apparatus of the present invention, the target player may be a player who selects the first role when the number of players who have selected the second role has reached the upper limit number and who has performed a change reservation operation. In this case, it is preferable that when the operation reception unit receives a change reservation operation from the target player and the change condition is satisfied during the cooperative play, the role change unit can change the role of the target player from the first role to the second role. In the above configuration, when the number of players who have selected the second role reaches the upper limit at the start of cooperative play, the player who selected the first role performs a change reservation operation. Then, when a change condition is met during cooperative play, the role of the player who performed the change reservation operation is changed. As a result, even if a player was unable to select a desired role (second role) at the start of cooperative play, if the player performed the change reservation operation, he or she can have the opportunity to play the role (second role) during cooperative play. As a result, the interest of the game can be further increased.
[0184] [5] In addition, in the information processing device of the present invention, the role changing unit may be capable of changing the role of the target player from the first role to the second role when the number of players playing the second role during collaborative play falls from the second upper limit number to less than the second upper limit number. In the above configuration, the role of the target player can be changed on the condition that an available slot is secured for the number of players playing the second role during cooperative play.
[0185] [6] In the information processing device of the present invention, a first lower limit of the number of players playing the first role during joint play may be determined. In this case, it is preferable that the role changing unit is capable of changing the role of the target player from the first role to the second role when the number of players playing the second role during joint play falls from a second upper limit to less than the second upper limit and the number of players playing the first role during joint play exceeds the first lower limit. When the role of the target player is changed from the first role to the second role during cooperative play, the number of players playing the first role during cooperative play may decrease accordingly and fall below the first lower limit. In such a case, it may be difficult to continue the cooperative play. In contrast, in the above configuration, the role of the target player is changed only when there is an available slot for the number of players playing the second role during cooperative play and the number of players playing the first role during cooperative play exceeds the first lower limit. This makes it possible to avoid the above situation.
[0186] [7] In the information processing apparatus of the present invention, while the change condition is satisfied, the role change unit may change the role of the target player from the first role to the second role at the timing when a change instruction operation by the target player is accepted. According to the above configuration, since the role of the target player is changed at the time when a change instruction operation by the target player is accepted, the role of the target player can be changed at the timing desired by the target player.
[0187] [8] In the information processing apparatus of the present invention, during co-play, a player playing with the first role may operate a in-game character. In this case, it is preferable that the role change unit changes the role of the target player from the first role to the second role when the in-game character operated by the target player reaches a predetermined state while the change condition is satisfied. According to the above configuration, the role of the target player can be changed at a timing determined based on the state of the in-game character, in other words, a parameter or the like that changes according to the progress of the game.
[0188] [9] In the information processing apparatus of the present invention, the target player may be the first target player set with the first role. Further, the change condition may include a first change condition and a second change condition. And it is preferable that the role change unit can change the role of the first target player from the first role to the second role when the first change condition is satisfied during co-play, and can change the role of the second target player set with the second role from the second role to the first role when the second change condition is satisfied during co-play. According to the above configuration, it is possible to change the role of the first target player set to the first role before the start of co-play to the second role during co-play (in-game), and it is also possible to change the role of the second target player set to the second role before the start of co-play to the first role during co-play. That is, in the above configuration, it is possible to mutually change the roles between the first role and the second role.
[0189]
[10] In the information processing apparatus of the present invention, during co-play, a player playing in the first role may operate an in-game character. In this case, when the in-game character operated by any of the players playing in the first role reaches a predetermined state while the second change condition is satisfied, it is preferable that the role change unit changes the role of the second target player from the second role to the first role. According to the above configuration, it is possible to change the role of the second target player at a timing determined based on the state of the in-game character operated by the player playing in the first role, that is, the play situation of the player set to the first role.
[0190]
[11] The information processing method of the present invention is characterized in that, before the start of co-play of a game, a computer sets, for each of a plurality of players, the role that the player will play during co-play, and when a change condition is satisfied during co-play, the computer can change the role of the target player set to the first role from the first role to the second role. According to the information processing method of the present invention, since the role of the target player set before the start of co-play can be changed during the co-play, the interest of a co-play compatible game can be enhanced.
[0191]
[12] The program of the present invention causes a computer to set, for each of a plurality of players, the role that the player will assume during cooperative play before the start of cooperative play, and when a change condition is satisfied during cooperative play, enables the computer to change the role of the target player set to the first role from the first role to the second role. By causing the computer to execute the program of the present invention, the role of the target player set before the start of cooperative play can be changed during the cooperative play, so that the interestingness of a cooperative play compatible game can be enhanced.
Explanation of Signs
[0192] 10 Information processing apparatus 11~16 Operation terminal 17 Communication network 21 Processor 22 Memory 23 Communication interface 24 Storage 25 Bus 31 Operation reception unit 32 Role setting unit 33 Game progress unit 34 Display control unit 35 Storage unit 36 Inquiry unit 37 Role change unit E Enemy character G1 First screen G2 Second screen G3 Reservation screen G4 Inquiry screen H Auxiliary object J1 Field movement character (in-game character) J2 Support character K Guide object LS Lighting range T Input object
Claims
[Claim 1] a role setting unit that sets, before a cooperative play of a game is started, a role to be played by each of a plurality of players during the cooperative play; An information processing device having a role change unit that is capable of changing the role of a target player set to a first role from the first role to a second role when a change condition is met during the collaborative play.
Citation Information
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