Program and information processing device
Patent Information
- Application Number
- JP2025060556
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-01
- Publication Date
- 2025-11-18
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] Conventionally, location information games that move player objects (e.g., player characters) in a virtual world based on the location information of players in the real world have been known.
[0003] Regarding this, Patent Document 1 discloses a technique in which each player can fight against a common enemy object (raid boss).
Prior Art Documents
Non-Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such location information games, players playing in an area with a large number of players (player population) can easily defeat a common enemy object (raid boss). On the other hand, players playing in an area with a small number of players have difficulty defeating a common enemy object, and there has been a problem that the motivation to play the game cannot be given to such players.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus capable of giving motivation to play a location information game to players playing in an area with a small number of players.
Means for Solving the Problems
[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program that executes a battle game with an enemy object that each player can commonly battle at the appearance time of the enemy object, and causes a computer to function as an acquisition means for acquiring the current position of each player, and a control means for executing a battle game with the enemy object on the condition that the current position of the player has reached a battle possible range with the enemy object. When the number of times the battle game has been executed is less than a predetermined number at a predetermined time point, the control means expands the battle possible range.
[0008] Further, in a second aspect of the present invention, the predetermined time point is a time point when a unit time has elapsed. Each time a unit time elapses, when the number of times per unit time is less than a predetermined number, the control means expands the battle possible range.
[0009] Further, in a third aspect of the present invention, the predetermined time point is a time point when the appearance time of the enemy object is less than a certain time.
[0010] Further, in a fourth aspect of the present invention, when the control means expands the battle possible range, the control means extends the appearance time.
[0011] A program according to a fifth aspect of the present invention is a program that executes a battle game with an enemy object that each player can commonly battle at the appearance time of the enemy object, and causes a computer to function as an acquisition means for acquiring the current position of each player, and a control means for executing a battle game with the enemy object on the condition that the current position of the player has reached a battle possible range with the enemy object. When the number of times the battle game has been executed is less than a predetermined number at a predetermined time point, the control means extends the appearance time of the enemy object.
[0012] Further, in the sixth aspect of the present invention, the predetermined time point is a time point when a unit time has elapsed, and the control means extends the appearance time of the enemy object when the number of times per unit time is less than a predetermined number of times every time a unit time elapses.
[0013] Further, in the seventh aspect of the present invention, the predetermined time point is a time point when the appearance time of the enemy object is less than a certain time.
Advantages of the Invention
[0014] According to the present invention, it is possible to motivate players who play a location information game in an area with a small number of players.
Brief Description of the Drawings
[0015]
Figure 1
Figure 2
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Modes for Carrying Out the Invention
[0016] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0017] ---First Embodiment--- First, the first embodiment will be described.
[0018] <Overall Configuration> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0019] As shown in FIG. 1, the game system 1 includes a server device 10 and one or more terminal devices 12. These server device 10 and terminal devices 12 are communicably connected to each other via a communication network NT such as the Internet, a telephone line, or an intranet.
[0020] The server device 10 is an information processing device that provides the execution result of a game obtained by executing a game program 14 or the game program 14 itself to the players of each terminal device 12 via the communication network NT.
[0021] Each terminal device 12 is a portable communication terminal device that can be operated by each player and carried around. Examples of each terminal device 12 include a smartphone, a mobile phone, a tablet, a notebook computer, etc. Each terminal device 12 is an information processing device that provides a game to the player by transmitting the operation information of the player to the server device 10 and outputting the execution result of the game program 14 received from the server device 10, or by executing the game program 14 based on the operation information of the player. Note that the game program 14 may be executed in cooperation by the terminal device 12 and the server device 10.
[0022] <Hardware Configuration> FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10 shown in FIG. 1.
[0023] As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0024] In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24 or the storage device 28 or the like. Details of this functional means will be described later.
[0025] The communication device 26 is composed of a communication interface or the like for communicating with an external device. The communication device 26 transmits and receives various information to and from, for example, the terminal device 12.
[0026] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs, various information, and information on processing results necessary for the execution of processing in the control device 20, including the game program 14.
[0027] Note that the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be composed of a single information processing device or may be composed of a plurality of information processing devices distributed on the communication network NT. Also, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can include other configurations generally provided in a server.
[0028] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG. 1.
[0029] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel 32, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiver 39, a memory unit 40, and a speaker 42.
[0030] The main control unit 30 is configured to include a CPU, a memory, and the like. The main control unit 30 is connected to a touch panel 32 as a display input device, an acceleration sensor 33, an angular velocity sensor 34, a mobile communication unit 36, a wireless LAN communication unit 38, a GPS receiver 39, a memory unit 40, and a speaker 42. And the main control unit 30 has a function of controlling these connection destinations.
[0031] The touch panel 32 has both a display function and an input function, and is composed of a display 32A responsible for the display function and a touch sensor 32B responsible for the input function. In the first embodiment, the display 32A can display a game image including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player with respect to the game image.
[0032] The acceleration sensor 33 can measure the acceleration of the terminal device 12, in other words, the player. Specifically, the acceleration sensor 33 can detect the movement and vibration of the player.
[0033] The angular velocity sensor 34 can measure the orientation and inclination of the terminal device 12.
[0034] The mobile communication unit 36 is connected to the mobile communication network via an antenna 36A and has a function of communicating with other communication devices connected to the mobile communication network.
[0035] The wireless LAN communication unit 38 is connected to the communication network NT via an antenna 38A and has a function of communicating with other devices such as the server device 10 connected to the communication network NT.
[0036] The GPS receiver unit 39 has a function of receiving radio waves from GPS satellites via the antenna 39A and acquiring position information representing the current position of the player. This position information is, for example, latitude and longitude.
[0037] The storage unit 40 stores various programs and various data including all or part of the game program 14.
[0038] The speaker 42 has a function of outputting game sounds and the like.
[0039] <Game Overview> The game according to the first embodiment is a position information game that reflects the player's position and movement in the real world in the game content. In this game, for example, when the player moves in the real world, the player object placed in the game field (virtual world) also moves. This player object is one or more characters that the player can use in the game. The player gives instructions to the player object by performing an input operation or the like on the touch panel 32. Note that the player object may be a robot, a vehicle, an airplane, a ship, etc. in addition to a character.
[0040] Also, in the game according to the first embodiment, there are a field mode and an event mode.
[0041] The field mode is a mode in which the player object moves in the game field. In this field mode, the player can give instructions to the player object to equip (attach / detach) the equipped item items owned and use (consume) the consumable item items owned. The equipped item items include, for example, weapons, armors, accessories, etc. The consumable item items include, for example, items that recover the hit points of the player object, items that recover the status abnormality (paralysis, confusion, etc.) of the player object, items that strengthen the equipped item items, etc.
[0042] Also, the event mode is a mode that executes an event generated in response to the player moving in the real world, that is, the player object moving in the game field. This event is, for example, a battle game with an enemy object. Examples of this enemy object include normal monsters, boss monsters, raid boss monsters, and the like. For example, a battle game with a normal monster is executed on the condition that normal monsters appear around the player object in the game field. This normal monster appears randomly according to each area of the game field. For example, the player can execute a battle game with the normal monster that has appeared in the game field by designating (for example, touching) the normal monster. Also, a battle game with a boss monster is executed on the condition that the player's current position has reached the destination of the quest. Also, a battle game with a raid boss monster is executed on the condition that the player's current position has reached the vicinity (battleable range) of the spawn point of the raid boss monster. This battle game with the raid boss monster is, for example, a common event that each player can participate in together, and is a game in which each player cooperates to defeat the raid boss monster. Specifically, each player battles against the common (same) raid boss monster, cooperates with each other, gradually reduces the hit points of the raid boss monster, and defeats the raid boss monster. In these battle games, the player gives instructions to the player object such as attacks, use of skills, defense, use (consumption) of items, etc. When the player defeats various monsters, rewards are given to the player. This defeat means, for example, reducing the hit points of the monster to 0 or less. Rewards are, for example, experience points for growing (leveling up) the player object, currency available in the game (such as medals or coins), drop items (such as equipment items or consumable items), and the like. For example, when the ability of the monster is high or the appearance frequency is low, a large amount of experience points, currency, etc. are given as rewards.
[0043] In addition, in the game according to the first embodiment, there are a plurality of types of quests, each with a different name (title). Each quest can be selected by the player on the quest menu screen or the like. The player can clear the quest by defeating the boss monster encountered at the destination (goal point) of the quest. This quest includes a normal quest and a time-limited quest. By clearing one quest that the player can select, the next quest becomes playable (is released). This next quest is set to have a higher difficulty level than the one quest, for example, and the abilities of the monsters and boss monsters are higher. The time-limited quest is a quest in which the selectable quests change according to the time zone or period. In these quests, normal monsters that appear in the game field and boss monsters that appear at the destination of the quest are associated with each other.
[0044] In addition, in the game according to the first embodiment, the spawn point of the raid boss monster and the destination of each quest are set at a location in the real world. Examples of this location include commercial facilities, public facilities, tourist spots, and the like. These locations are associated with virtual locations in the game field, and the virtual locations can be the spawn points of the raid boss monster and the boss monster. Also, for example, a player during the execution of a quest can fight against normal monsters or raid boss monsters that appear in the game field on the way (on the movement route) to the destination of the quest. For example, the player can reach (move) to the vicinity (range where battle is possible) of the spawn point of the raid boss monster and fight against the raid boss monster while cooperating with another player. In addition, by moving to the vicinity (for example, within a radius of 20 m) of the point where the destination of the quest is set, the player can fight against the boss monster corresponding to the quest in the game field. Note that the destination (goal point) of each quest may be set by the player or the game operator.
[0045] Also, in the game according to the first embodiment, game currency can be used. This game currency includes paid currency and free currency. The paid currency is paid content that can be obtained by purchasing procedures (payments) such as money, prepaid cards, credit cards, electronic money, and cryptocurrency. Examples of paid currency include, for example, charged items (paid items), charged coins (paid coins), charged points (paid points), and the like. For example, in the game according to the first embodiment, charged items can be purchased at 100 yen each. On the other hand, free currency is free content that can be obtained by executing the game. Examples of free currency include, for example, non-charged items (free items), non-charged coins (free coins), non-charged points (free points), and the like. Examples of this game execution include the player logging in to the game, clearing the quest for the first time, and achieving missions. Free currency can be consumed in various games without distinction from paid currency.
[0046] <Functional Configuration> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10.
[0047] As shown in FIG. 4, the server device 10 includes, as a functional configuration, a storage unit 50, an acquisition unit 52, and a control unit 54. The storage unit 50 is realized by one or a plurality of storage devices 28. The functional means other than the storage unit 50 is realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or part of these functional configurations may be provided in the terminal device 12.
[0048] The memory means 50 is a functional means for storing player information 50A, player object information 50B, enemy object information 50C, and the like.
[0049] The player information 50A is stored in association with the player ID of each player for each player. This player information 50A includes, for example, the player's name, usable character information, owned item information, and quest progress information. The usable character information includes ability information in association with the character ID of each player object that the player can use. The ability information includes ability values and skill information. The ability values include, for example, level, hit points, attack power, defense power, and the like. The skill information includes the skill IDs of the skills that have been acquired (usable). Examples of such skills include magic that restores hit points and special techniques that attack with fire attributes. The owned item information includes the item ID and the number of items (equipped items and consumable items) that the player owns.
[0050] The player object information 50B is stored in association with the character ID of the player object for each player object. This player object information 50B includes, for example, the name and image of the player object, the required experience points for each level, the ability information for each level, and the equipable items. The required experience points include the total experience points required to reach each level. The ability information includes the acquired skills at each level, hit points, attack power, defense power, and the like. The equipable items include the item IDs of the equipable equipped items.
[0051] The enemy object information 50C is stored in association with the object ID of the enemy object for each enemy object. This enemy object includes raid boss monsters. This enemy object information 50C includes name, image, appearance information, battleable range, battle information, ability information, reward information, and the like. The appearance information includes the battleable time and the battleable range. This battleable time is the time period during which the player can battle against the enemy object (raid boss monster). The battleable time includes the appearance start date and time and the appearance duration. The appearance start date and time includes the date and time when the enemy object starts to appear in the game field corresponding to the real world and the appearance duration. For example, the appearance start date and time of a certain raid boss monster is 5 PM every Monday. Also, for example, the appearance duration of a certain raid boss monster is 2 hours. In other words, the battleable time of a certain raid boss monster is from 5 PM to 7 PM every Monday. This appearance duration decreases from the timing when the appearance start date and time is reached. Note that this appearance duration may be updated (increased or decreased) by the control means 54. The battleable range includes the range (area) within which the player can battle against the enemy object in the game field corresponding to the real world. This battleable range includes, for example, the generation location of the raid boss monster indicated by the latitude and longitude in the real world and the radius of the circular area centered on the generation location. The initial value of this radius is, for example, 20 m. Note that this battleable range may be indicated by the generation location of the raid boss monster in the game field and the circular area centered on the generation location. The battle information includes the number of battles in which the battle game against the enemy object was executed, the date and time when each battle game was executed, and the player ID of the player who executed the battle game against the enemy object (raid boss monster). Examples of this number of battles include the total number (cumulative number) of battle games executed by one or more players and the number of battle games executed per unit time. The ability information includes ability values (such as level, hit points, attack power, defense power, etc.) and skill information. For example, the hit points of the raid boss monster decrease (approach 0) every time a battle game is executed by one or more players. The reward information includes experience points, currency amount, and drop item information. The drop item information includes the item ID of the drop item and the drop rate. The drop rate is the probability of awarding the player the drop item as a reward.
[0052] The acquisition means 52 is a functional means for acquiring the current position of each player. For example, the acquisition means 52 acquires the position information (latitude and longitude) in the real world received by the GPS receiver 39 via the terminal device 12. Note that the acquisition means 52 may acquire the position of the player object in the game field (for example, coordinates on the game field).
[0053] The control means 54 is a functional means for controlling the entire game. In the first embodiment, the control means 54 executes a battle game with an enemy object (raid boss monster) that each player can commonly battle against during the battle - possible time of the enemy object. Also, the control means 54 executes the battle game with the enemy object on the condition that the current position of the player reaches the battle - possible range with the enemy object. For example, the control means 54 refers to the appearance information in the enemy object information 50C and permits the execution of the battle game with the enemy object (for example, raid boss monster) when the position information of the player is included in the battle - possible range of the appearance information during the battle - possible time of the enemy object. For example, the control means 54 executes the battle game when an instruction (battle instruction) to execute the battle game with the enemy object is given by the player.
[0054] Also, when the number of times the battle game has been executed is less than a predetermined number at a predetermined time point, the control means 54 expands the battle available range. This predetermined time point is, for example, the time point when a unit time has elapsed. Examples of this unit time include 10 minutes, 30 minutes, 1 hour, etc. Note that the unit time may be a value obtained by dividing the appearance time of the enemy object by a predetermined number (for example, 2 or 5). For example, every time the unit time elapses, when the number of battles per unit time is less than the predetermined number, the control means 54 expands the battle available range. Specifically, every time a unit time (for example, 30 minutes) elapses from the start date and time of the appearance of the raid boss monster, the control means 54 refers to the battle information in the enemy object information 50C to obtain the number of battles of the raid boss monster per unit time. Subsequently, when the obtained number of battles is less than the predetermined number (for example, 5 times), the control means 54 expands the battle available range included in the appearance information of the raid boss monster by a predetermined area. Examples of this predetermined area include increasing the radius of a circular area centered on the generation point of the raid boss monster by 50m, increasing the radius by 100m, etc. Note that the predetermined number may gradually increase or gradually decrease every time the unit time elapses.
[0055] Also, the predetermined time point may be the time point when the appearance time of the enemy object is less than a certain time. Examples of this certain time include 5 minutes, 10 minutes, 30 minutes, etc. For example, when the appearance time of the raid boss monster is less than a certain time, the control means 54 refers to the battle information in the enemy object information 50C to obtain the total number of battles of the raid boss monster. Subsequently, when the obtained number of battles is less than the predetermined number (for example, 15 times), the control means 54 expands the battle available range included in the appearance information of the raid boss monster by a predetermined area. Note that the certain time may be a value obtained by dividing the appearance time of the enemy object by a predetermined number (for example, 2 or 5). Note that this predetermined time point may exist multiple times at the appearance time of the enemy object.
[0056] In addition, when expanding the battle - possible range, the control means 54 extends the appearance time of the enemy object (raid boss monster). Also, when the number of times the battle game has been executed is less than a predetermined number at a predetermined time point, the control means 54 extends the appearance time of the enemy object. For example, when the number of times the battle game has been executed is less than a predetermined number, the control means 54 extends the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes.
[0057] In addition, every time a unit of time elapses, when the number of times per unit time is less than a predetermined number, the control means 54 extends the appearance time of the enemy object. For example, every time a unit of time (e.g., 30 minutes) elapses from the appearance start date and time of the raid boss monster, the control means 54 refers to the battle information of the enemy object information 50C to obtain the number of battles of the raid boss monster per unit time. Subsequently, when the obtained number of battles is less than a predetermined number (e.g., 5 times), the control means 54 extends the appearance time of the raid boss monster in the appearance information by 10 minutes.
[0058] <Flow of battle processing> FIG. 5 is a flowchart showing an example of the flow of processing in which a player plays a battle game with a raid boss monster in the game system 1 according to the first embodiment. Also, the processing of the following steps is started, for example, at the timing when the appearance start date and time of a certain raid boss monster arrives. Note that the order and content of the following steps can be changed as appropriate.
[0059] (Step SP10) The control means 54 refers to the appearance information of the enemy object information 50C and determines whether the appearance time of a certain raid boss monster is greater than 0 (0 seconds). If the determination is affirmative, the processing proceeds to the processing of step SP12. On the other hand, if the determination is negative, the processing ends the series of processing shown in FIG. 5.
[0060] (Step SP12) The acquisition means 52 acquires the current position (latitude and longitude) of the player. Then, the process proceeds to the process of step SP14.
[0061] (Step SP14) Based on the current position of the player acquired in step SP12, the control means 54 updates the game screen to be displayed on the touch panel 32. That is, the control means 54 moves the player object to the position (coordinates) on the game field corresponding to the current position of the player.
[0062] FIG. 6 is a diagram showing an example of the game screen 60 according to the first embodiment.
[0063] As shown in FIG. 6, the game screen 60 is provided with a game field 62, a menu button 64, and a battle button 66. The game field 62 is represented, for example, to resemble the scenery around the current position of the player in the real world. In the game field 62, a player object P, a normal monster E, and a raid boss monster R are represented. The player object P is displayed based on the player object information 50B of the player. The normal monster E and the raid boss monster R are displayed based on the enemy object information 50C. In the game field 62, a battleable range A is set centered on the appearance point of the raid boss monster R. For example, when the player object P reaches the inside of the battleable range A, the player can execute a battle game with the raid boss monster R. The menu button 64 is a button for giving an instruction to display various menus for equipping (attaching / detaching) equipped items and using consumable items. The battle button 66 is a button for giving an instruction to execute a battle game with the raid boss monster R. This battle button 66 can be pressed when the player object P reaches the inside of the battleable range A.
[0064] Returning to FIG. 5, the process proceeds to the process of step SP16.
[0065] (Step SP16) The control means 54 determines whether the current position of the player acquired in step SP12 is included in the battle available range of a certain raid boss monster. And when the determination is an affirmative determination, the process proceeds to the process of step SP18. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP10.
[0066] (Step SP18) The control means 54 permits the execution of a battle game with a certain raid boss monster. Specifically, the control means 54 enables the pressing of the battle button. Subsequently, the control means 54 determines whether the execution of a battle game with a certain raid boss monster has been requested from the player. For example, the control means 54 determines whether the battle button has been pressed by the player. And when the determination is an affirmative determination, the process proceeds to the process of step SP20. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP10.
[0067] (Step SP20) The control means 54 executes a battle game between the player object associated with the player and a certain raid boss monster. Subsequently, the control means 54 updates various information of the enemy object information 50C corresponding to a certain raid boss monster by this battle game. For example, the control means 54 increments (+1) the number of battles included in the battle information of a certain raid boss monster. Also, the control means 54 decreases the hit points included in the ability information of a certain raid boss monster. And the process proceeds to the process of step SP22.
[0068] (Step SP22) The control means 54 determines whether or not a certain raid boss monster has been defeated. For example, the control means 54 determines whether or not the hit points of a certain raid boss monster have become 0 or less. And when the determination is an affirmative determination, the process proceeds to the process of step SP24. On the other hand, when the determination is a negative determination, the process proceeds to the process of step SP10.
[0069] (Step SP24) The control means 54 refers to the battle information of the enemy object information 50C and gives rewards to each player who has executed a battle game with a certain raid boss monster. And the process ends a series of processes shown in FIG. 5.
[0070] <Flow of expansion / extension process> FIG. 7 is a flowchart showing an example of the flow of a process of expanding the battleable range and extending the appearance time in the game system 1 according to the first embodiment. Also, the processes of the following steps are started, for example, at a predetermined time point (for example, when a unit time has elapsed, etc.) within the battleable time of a certain raid boss monster. Note that the order and content of the following steps can be changed as appropriate.
[0071] (Step SP30) The control means 54 refers to the battle information of the enemy object information 50C and determines whether or not the number of battles of a certain raid boss monster is less than a predetermined number (for example, 5 times). And when the determination is an affirmative determination, the process proceeds to the process of step SP32. On the other hand, when the determination is a negative determination, the process ends a series of processes shown in FIG. 7.
[0072] (Step SP32) The control means 54 expands the battleable range of a certain raid boss monster by a predetermined area. For example, the control means 54 increases the radius of the circular area in the battleable range of the enemy object information 50C by 100 m. And the process proceeds to the process of step SP34.
[0073] (Step SP34) The control means 54 extends the appearance time of a certain raid boss monster. For example, the control means 54 extends (increases) the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes. Then, the process ends the series of processes shown in FIG. 7.
[0074] <Effect> As described above, in the first embodiment, there is a program for executing a battle game with an enemy object that can be commonly fought by each player at the appearance time of the enemy object. The computer is caused to function as an acquisition means 52 for acquiring the current position of each player, and a control means 54 for executing a battle game with the enemy object on the condition that the current position of the player has reached a battle - possible range with the enemy object. The control means 54 expands the battle - possible range when the number of times the battle game has been executed is less than a predetermined number at a predetermined time point.
[0075] According to this configuration, since the battle - possible range is expanded when the number of times the battle game with the enemy object has been executed is small, it is possible to make it easier to defeat the enemy object, and thus it is possible to give players playing in an area with a small number of players an incentive to play a location - information game.
[0076] Also, in the first embodiment, the predetermined time point is the time point when a unit time has elapsed. The control means 54 expands the battle - possible range when the number of times per unit time is less than a predetermined number every time a unit time has elapsed.
[0077] According to this configuration, since the battle - possible range is expanded every time a unit time has elapsed, it is possible to make it easier to defeat the enemy object, and thus it is possible to give players playing in an area with a small number of players an incentive to play a location - information game.
[0078] Also, in the first embodiment, the predetermined time point is the time point when the appearance time of the enemy object is less than a certain time.
[0079] According to this configuration, when the appearance time of the enemy object is less than a certain time, the battle available range can be expanded, so that the enemy object can be easily defeated, and thus it is possible to motivate players who play in an area with a small number of players to play the location information game.
[0080] Also, in the first embodiment, when expanding the battle available range, the control means 54 extends the appearance time.
[0081] According to this configuration, while expanding the battle available range, the appearance time of the enemy object is extended, so that the enemy object can be easily defeated, and thus it is possible to motivate players who play in an area with a small number of players to play the location information game.
[0082] Also, in the first embodiment, it is a program for each player to execute a battle game with an enemy object that can be commonly battled at the appearance time of the enemy object, and causes a computer to function as an acquisition means 52 for acquiring the current position of each player and a control means 54 for executing the battle game with the enemy object on the condition that the current position of the player reaches the battle available range with the enemy object. When the number of times the battle game has been executed is less than a predetermined number of times at a predetermined time point, the control means 54 extends the appearance time of the enemy object.
[0083] According to this configuration, when the number of times the battle game has been executed is small, the appearance time of the enemy object is extended, so that the enemy object can be easily defeated, and thus it is possible to motivate players who play in an area with a small number of players to play the location information game.
[0084] Also, in the first embodiment, the predetermined time point is the time point when a unit time has elapsed, and the control means 54 extends the appearance time of the enemy object when the number of times per unit time is less than a predetermined number of times every time a unit time elapses.
[0085] According to this configuration, since the appearance time of the enemy object can be extended every time a unit of time elapses, it is possible to make it easier to defeat the enemy object, and thus it is possible to motivate players playing in an area with a small number of players to play the location information game.
[0086] Also, in the first embodiment, the predetermined time point is the time point when the appearance time of the enemy object is less than a certain time.
[0087] According to this configuration, when the appearance time of the enemy object is less than a certain time, the appearance time can be extended, so that it is possible to make it easier to defeat the enemy object, and thus it is possible to motivate players playing in an area with a small number of players to play the location information game.
[0088] ---Second Embodiment--- Next, the second embodiment will be described.
[0089] In the second embodiment, it is different from the first embodiment in that the control means 54 expands the battle available range or extends the appearance time of the enemy object according to the predetermined parameters of the enemy object. Note that the configuration and functions of the game system 1 according to the second embodiment not described below are the same as those of the game system 1 according to the first embodiment.
[0090] When the control means 54 determines that a predetermined parameter of an enemy object is equal to or greater than a predetermined value at a predetermined time point, it expands the battleable range. This predetermined parameter is, for example, a parameter indicating that the battle game (defeat) is progressing when the value is small. In other words, the predetermined parameter is a parameter indicating that the defeat of the enemy object is approaching when the value is small. In the second embodiment, the predetermined parameter is the hit point (physical strength) of the enemy object. For example, every time a unit time elapses, when the hit point of the enemy object is equal to or greater than a predetermined value, the control means 54 expands the battleable range. Specifically, every time a unit time (for example, 50 minutes) elapses from the start date and time of the appearance of the raid boss monster, the control means 54 refers to the ability information of the enemy object information 50C to obtain the hit point of the raid boss monster. Subsequently, when the obtained hit point is equal to or greater than a predetermined value (for example, 10,000), the control means 54 expands the battleable range included in the appearance information of the raid boss monster by a predetermined area. Examples of this predetermined area include increasing the radius of a circular area centered on the generation point of the raid boss monster by 50 m, increasing the radius by 100 m, and the like. Note that the predetermined parameter may gradually increase or gradually decrease every time a unit time elapses.
[0091] In addition, when expanding the battleable range, the control means 54 extends the appearance time of the enemy object (raid boss monster). Also, at a predetermined time point, when a predetermined parameter of the enemy object is equal to or greater than a predetermined value, the control means 54 extends the appearance time of the enemy object. Further, every time a unit time elapses, when a predetermined parameter of the enemy object is equal to or greater than a predetermined value, the control means 54 extends the appearance time of the enemy object. For example, when a predetermined parameter of the enemy object is equal to or greater than a predetermined value, the control means 54 extends the appearance time of the raid boss monster in the appearance information of the enemy object information 50C by 30 minutes.
[0092] <Expansion / Extension Process> FIG. 8 is a flowchart showing an example of the flow of processing for expanding the battleable range and extending the appearance time in the game system 1 according to the second embodiment. Further, the processing of the following steps is started, for example, at a predetermined time within the battleable time of a certain raid boss monster (for example, when the appearance time of a certain raid boss monster becomes less than a certain time). Note that the order and content of the following steps can be changed as appropriate.
[0093] (Step SP40) The control means 54 refers to the ability information of the enemy object information 50C and determines whether the hit points of a certain raid boss monster are equal to or more than a predetermined value (for example, 10,000). If the determination is an affirmative determination, the processing proceeds to the processing of step SP42. On the other hand, if the determination is a negative determination, the processing ends the series of processing shown in FIG. 8.
[0094] (Steps SP42 to SP44) The processing of steps SP42 to SP44 is the same as the processing in steps SP32 to SP34 described above, so the description is omitted. Then, the processing ends the series of processing shown in FIG. 7.
[0095] <Effect> As described above, in the second embodiment, it is a program for executing a battle game with an enemy object that each player can commonly battle at the appearance time of the enemy object. The computer functions as an acquisition means 52 for acquiring the current position of each player, and a control means 54 for executing a battle game with the enemy object on the condition that the current position of the player has reached the battleable range with the enemy object. The control means 54 expands the battleable range when a predetermined parameter of the enemy object is equal to or more than a predetermined value at a predetermined time.
[0096] According to this configuration, when there are many predetermined parameters of the enemy object, the battleable range is expanded, so that it is easier to defeat the enemy object, and thus it is possible to motivate players who play the location information game in an area with a small number of players.
[0097] Also, in the second embodiment, the predetermined time point is the time point when a unit time has elapsed, and the control means 54 expands the battleable range when the predetermined parameter of the enemy object is equal to or greater than a predetermined value every time a unit time elapses.
[0098] According to this configuration, since the battleable range is expanded every time a unit time elapses, it is easier to defeat the enemy object, and thus it is possible to motivate players who play the location information game in an area with a small number of players.
[0099] Also, in the second embodiment, the predetermined time point is the time point when the appearance time of the enemy object is less than a certain time.
[0100] According to this configuration, when the appearance time of the enemy object is less than a certain time, the battleable range can be expanded, so that it is easier to defeat the enemy object, and thus it is possible to motivate players who play the location information game in an area with a small number of players.
[0101] Also, in the second embodiment, when expanding the battleable range, the control means 54 extends the appearance time of the enemy object.
[0102] According to this configuration, while expanding the battleable range, the appearance time of the enemy object is extended, so that it is easier to defeat the enemy object, and thus it is possible to motivate players who play the location information game in an area with a small number of players.
[0103] Also, in the second embodiment, it is a program for executing a battle game against an enemy object that each player can commonly battle, and causes a computer to function as an acquisition means 52 for acquiring the current position of each player, and a control means 54 for executing a battle game against the enemy object on the condition that the current position of the player has reached a battle possible range with the enemy object. The control means 54 extends the appearance time of the enemy object when a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time point.
[0104] According to this configuration, since the appearance time of the enemy object is extended when the predetermined parameter of the enemy object is large, it is possible to make it easier to defeat the enemy object, and thus it is possible to give a motivation to play the position information game to players who play in an area with a small number of players.
[0105] Also, in the second embodiment, the predetermined time point is a time point when a unit time has elapsed, and the control means 54 extends the appearance time of the enemy object when a predetermined parameter of the enemy object is equal to or greater than a predetermined value every time a unit time has elapsed.
[0106] According to this configuration, since the appearance time of the enemy object can be extended every time a unit time has elapsed, it is possible to make it easier to defeat the enemy object, and thus it is possible to give a motivation to play the position information game to players who play in an area with a small number of players.
[0107] Also, in the second embodiment, the predetermined time point is a time point when the appearance time of the enemy object becomes less than a certain time.
[0108] According to this configuration, since the appearance time can be extended when the appearance time of the enemy object becomes less than a certain time, it is possible to make it easier to defeat the enemy object, and thus it is possible to give a motivation to play the position information game to players who play in an area with a small number of players.
[0109] <Modification Example> Note that the present invention is not limited to the above-described embodiments. That is, even if a person skilled in the art makes appropriate design changes to the above-described embodiments, as long as they have the features of the present invention, they are included in the scope of the present invention. In addition, each element included in the above-described embodiments and the modification examples described later can be combined as long as it is technically possible, and as long as the combination includes the features of the present invention, it is included in the scope of the present invention.
[0110] For example, in the first embodiment, it was explained that the control means 54 expands the battleable range of the raid boss monster or extends the appearance time when the number of times the battle game has been executed is less than a predetermined number at a predetermined time. However, this predetermined number may be changed for each raid boss monster. For example, the predetermined number may be increased or decreased according to at least one of the ability values (level, hit points, attack power, defense power, etc.) of the raid boss monster.
[0111] Also, in the second embodiment, it was explained that the control means 54 expands the battleable range of the raid boss monster or extends the appearance time when a predetermined parameter of the enemy object is equal to or greater than a predetermined value at a predetermined time. However, this predetermined parameter may be changed for each raid boss monster. For example, the predetermined value may be increased or decreased according to at least one of the ability values (level, hit points, attack power, defense power, etc.) of the raid boss monster.
[0112] Also, in the second embodiment, the control means 54 may expand the battleable range of the raid boss monster or extend the appearance time of the raid boss monster when the amount by which a predetermined parameter of the raid boss monster decreases per unit time is less than a predetermined value. For example, the control means 54 expands the battleable range of the raid boss monster or extends the appearance time when the amount by which the hit points of the raid boss monster decrease in 10 minutes is less than 1000.
[0113] Also, in the second embodiment, although the case where the predetermined parameter is hit points has been described, it may be the amount of energy, defense power, or the like. Also, the predetermined parameter may be a parameter indicating that the battle game (subjugation) is progressing when the value is large. For example, the predetermined parameter may be the number of weaknesses of the enemy objects discovered by each player. In this case, when the predetermined parameter (the number of discovered weaknesses) of the enemy object is less than the predetermined value at a predetermined time, the control means 54 expands the battle possible range.
[0114] Also, in the first and second embodiments, although the case where the enemy object is a monster has been mainly described, it may be a character, a robot, a vehicle, an airplane, a ship, or the like.
Description of Reference Numerals
[0115] 10... Server device (computer, information processing device) 12... Terminal device (computer, information processing device) 50... Storage means 52... Acquisition means 54... Control means
Claims
1. A program for executing a fighting game against an enemy object that can be fought by multiple players at the time when the enemy object appears, comprising: Computer, a control means for determining whether or not the player is included in a battle range with the enemy object, and for executing a battle game with the enemy object when the determination is affirmative; It functions as the control means expands the battle available range when the total number of times that one or more players have played the battle game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the enemy object started appearing; program.
2. The predetermined number of times varies depending on the parameters of the enemy object. The program according to claim 1.
3. A program for executing a fighting game against an enemy object that can be fought by multiple players at the time when the enemy object appears, comprising: Computer, a control means for determining whether or not the player is included in a battle range with the enemy object, and for executing a battle game with the enemy object when the determination is affirmative; It functions as the control means extends an appearance time of the enemy object when the total number of times that one or more players have played the fighting game is less than a predetermined number of times at a time when a predetermined time has elapsed since the enemy object started appearing; program.
4. An information processing device that executes a fighting game against an enemy object that can be fought by a plurality of players at the time when the enemy object appears, comprising: a control means for determining whether or not the player is included in a battle range with the enemy object, and for executing a battle game with the enemy object when the determination is affirmative; Equipped with the control means expands the battle available range when the total number of times that one or more players have played the battle game is less than a predetermined number of times at a time point when a predetermined time has elapsed since the enemy object started appearing; Information processing device.
5. An information processing device that executes a fighting game against an enemy object that can be fought by a plurality of players at the time when the enemy object appears, comprising: a control means for determining whether or not the player is included in a battle range with the enemy object, and for executing a battle game with the enemy object when the determination is affirmative; Equipped with the control means extends an appearance time of the enemy object when the total number of times that one or more players have played the fighting game is less than a predetermined number of times at a time when a predetermined time has elapsed since the enemy object started appearing; Information processing device.