Information processing device, information processing method, and program
The information processing apparatus ensures visibility of input objects outside the first user's screen by displaying a display object, addressing the issue of unnoticed input objects and enhancing game participation.
Patent Information
- Application Number
- JP2025063863
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2020-09-29
- Filing Date
- 2025-04-08
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2041-03-09
AI Technical Summary
In multiplayer games where a first user operates a character within a field, input objects placed by a second user may exist outside the visible screen area, rendering them unnoticed and ineffective for the first user.
An information processing apparatus that includes a first reception unit for the first user's movement operations, a second reception unit for the second user's input operations, and a display control unit to display a display object on the first user's screen indicating the placement of input objects outside the visible area, ensuring their visibility and usability.
Enhances the first user's awareness of input objects, allowing their effective use and promoting the second user's participation in the game through object input.
Smart Images

Figure 2025100644000001_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] As an example of an online game in which a plurality of users can play together, there is a game in which a second user can provide a support / hindrance item or an in-game character, etc. to a first user who operates an in-game operation character (for example, see Patent Documents 1 to 3).
[0003] In the game described in the above patent documents, for example, a character operated by a first user moves within an area, and a second user throws a support item into the same area. Then, when the operation character of the first user moves to the arrangement position of the item thrown by the second user within the area, the effect of the support item is imparted to the first user.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Patent Document 3
Summary of the Invention
Problems to be Solved by the Invention
[0005] In a game like the above-described game, in a game where an operation character is moved within an area, specifically on a field within the area, there may be a case where only a part of the above field (for example, a certain range including the operation character) is displayed on the screen for the first user who is the operator. On the other hand, from the perspective of game playability, the placement position of items or the like (hereinafter referred to as input objects) input by the second user is preferably freely determined on the field. However, in that case, there may be a situation where the input objects of the second user exist in a part of the field that is not displayed on the first user's side at a certain point in time. In such a state, the existence of the input objects may not be noticed by the first user, and the input objects may not be effectively used (that is, the input operation of the objects by the second user may be wasted).
[0006] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can easily cause a first user to recognize the existence of input objects arranged outside the portion displayed on the screen on the first user's side in the field.
Means for Solving the Problem
[0007] An information processing apparatus according to an aspect of the present invention includes a first reception unit that receives a movement operation performed by a first user in a game and moves an object to be operated on the field, a second reception unit that receives an input operation performed by a second user who plays the game jointly with the first user and assists the first user and inputs an input object on the field, and a display control unit that controls the first terminal of the first user and displays a first screen that reflects a part corresponding to the movement operation in the field. When the placement position of the input object determined according to the input operation is outside the portion reflected on the first screen in the field, the display control unit controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen.
Effect of the Invention
[0008] According to one aspect of the present invention, even when the placement position of the input object input by the second user on the field is outside the portion of the field shown on the first screen, the presence of the input object can be easily made noticeable to the first user. As a result, the input object of the second user can be effectively utilized, and it becomes possible to encourage the second user to participate in the game through object input.
Brief Description of the Drawings
[0009]
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Embodiment for Carrying Out the Invention
[0010] The information processing apparatus, information processing method, and program of the present invention will be described below with reference to one preferred embodiment (hereinafter referred to as "this embodiment") shown in the attached drawings. Note that the embodiment described below is merely one of the specific examples given for facilitating the understanding of the present invention and does not limit the present invention. That is, the present invention can be changed or improved from the embodiment described below without departing from its gist. Also, of course, equivalents of the present invention are included therein. Also, the screen examples shown in the drawings referred to in the following description are merely examples, and the configuration examples of the screen, the content of the information displayed, the GUI (Graphical User Interface), etc. can be freely designed according to the content of the information processing, the design specifications of the system, the preferences of the user, etc., and can be changed as appropriate.
[0011] [Regarding the Game According to this Embodiment] Prior to the description of the information processing apparatus according to the present embodiment, a specific game (hereinafter simply referred to as "game") that can be played through the information processing apparatus will be described. The game is content in which a user operates a terminal for game play while viewing a game screen on the terminal, and more specifically, is an online game that utilizes data communication. Here, the online game may include, for example, a social game that can be used only with a Web browser and an SNS (Social Networking Service) account.
[0012] The game progresses by moving an object to be operated within a field set in the area illustrated in FIG. 1, reaching a predetermined position on the field, or achieving conditions such as defeating a predetermined enemy (an example of a specific object) that appears on the field to clear the area. Note that the genre (classification) of the game is not particularly limited.
[0013] Here, the "area" is a game internal space set for the purpose of clearing, and is a two-dimensional or three-dimensional space. The "field" is an area set within the area where the object to be operated can move (the area where the gray floor is arranged in FIG. 1). The "object to be operated" is a game medium that moves on the field in response to the operation of a user who plays the game (more specifically, the first user described later). The appearance (display image) of the object to be operated is not particularly limited and can be set to any appearance according to the concept of the game. Hereinafter, the case where the object to be operated is a humanoid character will be described as an example.
[0014] In addition, on the field, as other objects other than the object to be operated, the aforementioned enemy (illustrated as a black circle in FIG. 1) appears, and auxiliary objects such as support items (illustrated as a white triangle in FIG. 1) are arranged. Note that the enemy and the auxiliary object may move on the field or may be stationary at a predetermined position on the field. Furthermore, in the game, input objects can be additionally input onto the field based on the operations of the user (specifically, the second user described later). The input objects will be described in detail later.
[0015] Then, the user progresses the game by moving the object to be operated while defeating enemies, using auxiliary objects or input objects on the field, and clears the area. In this embodiment, multiple areas are playable in the game, and a field is set for each area. When the user clears one area, they move to the next area and move the object to be operated on the field set in the area after the transition. However, the number of areas playable in the game, that is, the number of fields, is not particularly limited and may be only one.
[0016] Also, in this embodiment, the user can play the game alone or play the game jointly with other users. That is, the game is a co-play compatible game (so-called multiplayer game) in which multiple users can operate their respective terminals to play the same area.
[0017] In collaborative play of the game, each of a plurality of users selects a role at the start of play and plays according to that role during the game. In the present embodiment, there are two types of roles that each user can select, specifically, "object operation" and "play assistance". Object operation is a role of operating an object to be operated and moving it on the field, and the user who selects the role of object operation is hereinafter referred to as the "first user". Play assistance is a role of playing the game jointly with the first user and assisting the first user, and the user who selects the role of play assistance is hereinafter referred to as the "second user". Here, assisting the first user means playing the game from a position different from that of the first user and supporting the play of the first user (specifically, moving the object to be operated to advance the game) through operations different from those of the first user (in other words, operations unique to the second user), and making the game proceed advantageously for the first user.
[0018] In the present embodiment, the minimum required number (lower limit value) of the first users is predetermined, and the collaborative play of the game can be started only when the number of the first users is equal to or more than the lower limit value. On the other hand, for the number of the second users, no lower limit is provided, and as long as the number of the first users is equal to or more than the lower limit value, the collaborative play of the game can be started even if the number of the second users is any number, for example, 0. Note that for each of the first user and the second user, the maximum number of participants in the collaborative play of the game is not particularly limited, but may be set to a number based on the game specifications, for example.
[0019] The first user performs a movement operation of moving the object to be operated on the field on the terminal while looking at the first screen G1 displayed on his / her own terminal (user terminal). The first screen G1 is a screen that shows a part of the field (the part surrounded by the broken line in FIG. 1), specifically, a certain range including the object to be operated in the field as shown in FIG. 2.
[0020] The first user checks the state and current position of their object to be operated on the first screen G1, and performs a movement operation while looking at the first screen G1 as shown in FIG. 2. When the movement operation is performed, the object to be operated moves on the field according to the movement operation, and accordingly, the range projected onto the first screen G1 in the field changes. That is, the first screen G1 is a screen that projects a part corresponding to the movement operation in the field, and the first user can only see a part of the field during the game play.
[0021] Incidentally, the first screen G1 shown in FIG. 2 is a screen when a part in the field is viewed from directly above the field, but it is not limited to this. The first screen G1 may be a screen when a part in the field is viewed from an arbitrary angle (viewing angle), and that angle may be freely changed by the first user.
[0022] Also, a parameter value is set corresponding to the first user. The parameter value is a value that the first user manages in advancing the game, and in this embodiment, it is a numerical value representing the state and ability of the object to be operated by the first user. Specifically, the parameter value includes status values such as the physical strength and hunger level of the object to be operated, ability values such as the attack power and movement speed, and attribute values such as the size (display size).
[0023] The parameter value changes according to the progress of the game. More specifically, it changes in conjunction with the movement and state changes of the object to be operated by the first user in the game. For example, when the object to be operated moves on the field or receives an action from an enemy on the field (specifically, an attack or obstruction from the enemy), the physical strength, which is one of the parameter values, decreases. Note that the parameter value does not necessarily have to change in conjunction with the movement and state changes of the object to be operated, and for example, it may change based on an operation performed by the first user.
[0024] In addition, the first user can acquire the auxiliary object and the input object on the field by bringing the object to be operated close to or into contact with them, and further, during the game play, can utilize or activate the effects of the acquired objects. Here, the effect of an object refers to the in-game effect (including the in-game presentation) given to the first user who utilizes / activates the effect. Specifically, it includes changing the parameter value corresponding to the first user, and generating a predetermined event at or around the object to be operated by the first user (for example, reducing the number of enemy appearances, etc.).
[0025] The object to be operated controlled by one first user may be one, or may be two or more. When controlling two or more objects to be operated, the first user appropriately switches the objects to be operated, and accordingly, a part of the field shown on the first screen G1 is switched. Also, when the first user operates two or more objects to be operated, parameter values are set for each object to be operated, and the parameter values of each object to be operated become the parameter values corresponding to the first user. Hereinafter, unless otherwise specified, the case where the object to be operated controlled by one first user is one will be assumed for explanation.
[0026] In the cooperative play of the game, two or more users can select the role of object control and play as the first user. In that case, on the field, there are objects to be operated for each first user (see FIG. 1), and each first user will control the corresponding object to be operated. Note that the plurality of first users may cooperate to clear the same area, may compete with each other within the same area, or may be divided into a plurality of teams and fight against each other within the same area.
[0027] During the game, the second user mainly observes (watches) the play of the first user through the second screen G2 displayed on their own terminal (user terminal). The second screen G2 is a screen that shows an overhead view of the field where the object to be operated controlled by the first user exists (for example, a screen looking down on the field from above). On the second screen G2, it is possible to show parts of the field other than the parts shown on the first screen G1. For example, as shown in FIG. 3, it is possible to show the entire field on the second screen G2. Also, in response to an enlargement operation performed by the second user through the second screen G2 (for example, a so-called pinch-out operation of spreading the distance between two fingers while touching the second screen G2), it is possible to enlarge and display a part of the field. By enlarging or reducing the part to be displayed on the second screen G2 in the field, it is possible to give the second user, who views the field from above through the second screen G2, an impression (visual effect) as if the altitude of the field of view has increased or decreased.
[0028] Note that the range that can be displayed on the second screen G2 is limited to the field of the area where the object to be operated of the first user who plays jointly with the second user exists. Also, the range that can be displayed on the second screen G2 at one time may be changed according to the area. For example, as shown in FIG. 3, for an area where the field is relatively small, the entire field may be shown on the second screen G2. On the other hand, for an area where the field is relatively large and it becomes difficult to see if it is to be shown on one screen, a part of the field may be shown on the second screen G2, and when the second user performs a predetermined screen operation, the part shown on the second screen G2 in the field may be slid (scrolled). Also, the second screen G2 shown in FIG. 3 is a screen when looking directly down on the field, but it is not limited to this. The second screen G2 may be a screen when looking at the field from an arbitrary angle (view angle), and that angle may be freely changed by the second user.
[0029] During co-play of the game, the second user does not operate an object (character) that can attack enemies or acquire auxiliary objects and input objects on the field like the object to be operated by the first user. Therefore, no parameter value that changes under the influence of a specific object on the field (specifically, attacks or interference from enemies, etc.), such as physical strength, is set for the second user.
[0030] On the other hand, during co-play of the game, the second user can perform an input operation of inputting an input object (illustrated by a star mark in FIG. 1) on the field for the purpose of assisting (supporting) the first user. The "input object" is used by the first user in the game and is, for example, an item or character that supports the first user's play. The first user brings their object to be operated closer to the placement position of the input object on the field in order to use the input object.
[0031] When the distance between the object to be operated and the input object reaches a predetermined distance (for example, when the object to be operated touches the input object), the effect of the input object is imparted (activated) to the first user who operates the object to be operated. Note that the effect of the input object is not imparted to the second user regardless of whether it was input by themselves or another second user.
[0032] The effect of the input object is, for example, to change the parameter value corresponding to the first user who uses the input object. The parameter value corresponding to the first user is a value managed by the first user in the process of advancing the game. In this embodiment, it is a numerical value set for the object to be operated by the first user. Specifically, the parameter value includes status values such as the physical strength and hunger level of the object to be operated by the first user, ability values such as attack power and movement speed, and attribute values such as size (display size). When the first user operates a plurality of objects to be operated, parameter values are set for each of the plurality of objects to be operated, and the parameter values of the respective objects to be operated become the parameter values corresponding to the first user.
[0033] The parameter value changes according to the progress of the game. More specifically, it changes in conjunction with the movement and state changes of the object to be operated by the first user in the game. For example, when moving on the field or touching an enemy on the field, the physical strength, which is one of the parameter values, decreases. Note that the parameter value does not necessarily have to change in conjunction with the movement and state changes of the object to be operated. For example, it may change based on the operations performed by the first user.
[0034] Incidentally, in this embodiment, the current value of the parameter value is displayed near the object to be operated in the first screen G1 as shown in FIG. 2 and is confirmed by the first user, and is also displayed on the second screen G2 as shown in FIG. 3 and is confirmed by the second user. However, it is not limited to this. The current value of the parameter value may be displayed only on the first screen G1 and not on the second screen G2.
[0035] Also, the parameter values change depending on the use of input objects or auxiliary objects. For example, when the first user uses an item for restoring physical strength, which is an example of an input object, the physical strength value of the object to be operated by the first user is restored. Also, when the first user uses an item for improving movement speed, which is an example of an input object, the movement speed of the object to be operated by the first user increases for a certain period of time.
[0036] Note that the number of types of input objects and the effects for each type are not particularly limited and can be arbitrarily determined according to the content of the game. Also, the input objects are not limited to those that give an effect of assisting the play of the first user, and those that give an effect of interfering with the play of the first user may be included in the input objects. Also, the display mode of the input objects is not particularly limited, but a mode according to the type of object, particularly the effect when used, is preferable. For example, those that disappear from the field immediately after the effect is given, those that exist on the field for a certain period of time after the effect is activated and the effect persists, and those that change the display mode at each time the effect is given if they give the effect multiple times, etc. can be mentioned.
[0037] When the second user performs an input operation, the second user selects an object to be used as an input object from the objects (possessed objects) possessed by the second user in the game, and designates the placement position of the input object on the field.
[0038] Note that the object selected as the input object and the placement position of the input object on the field are not limited to the case where they are determined based on the will of the second user, and they may be automatically determined by lottery or the like. Also, it is not limited to the case where the input object is selected from the objects possessed by the second user. For example, list information in which a plurality of objects are defined is prepared in advance, and when the second user satisfies a predetermined condition in the game, one or a plurality of objects randomly selected from the above list information may be used as the input object.
[0039] The input operation, i.e., the selection of the input object and the designation of the placement position of the input object, is performed through the second screen G2 during the cooperative play of the game (see Fig. 18). Specifically, during the game play, the second user clicks on the icon of the possessed object to be input among the icons of the possessed objects displayed on the second screen G2 to select the input object. Then, the second user designates an arbitrary point on the field shown on the second screen G2 and sets that point as the placement position of the input object. Note that the placement position of the input object is limited to within the field within the area where the second user is playing jointly with the first user.
[0040] Each possessed object is consumed every time it is input as an input object, and its quantity in possession decreases. When the quantity in possession becomes 0, that object (i.e., the object with insufficient quantity in possession) can no longer be selected as an input object.
[0041] If the input object is not used by the first user (i.e., if the first user does not obtain the effect of the input object), after the end of the cooperative play, the unused input object may be returned to the second user who input the input object. That is, for the object among the possessed objects of the second user that was input as an input object, the quantity in possession of the second user may be increased according to the number of unused input objects.
[0042] On the other hand, during the cooperative play of the game, the second user can purchase the object to replenish the insufficient object (in other words, increase the quantity in possession), that is, obtain the above object by paying a consideration. For example, when the second user clicks on the icon of the object with insufficient quantity in possession among the icons of the possessed objects displayed on the second screen G2 during the cooperative play, the second screen G2 transitions as shown from the left figure to the right figure in Fig. 18, and the object purchase screen G3 is popped up and displayed.
[0043] On the object purchase screen G3, for the object clicked by the second user, that is, the object with insufficient quantity in stock, multiple purchase quantities and their corresponding prices are presented. The second user selects the desired purchase quantity and clicks the purchase decision button set for the selected purchase quantity. Thereby, for the object with insufficient quantity in stock, the second user can increase the quantity in stock by the selected purchase quantity and add the purchased object to the candidates for input objects. Also, along with the object purchase, a settlement process for payment of the price is performed for the second user. As the settlement process, a known charging process may be performed. Also, when paying the price with in-game currency, a process of subtracting the amount of in-game currency held by the second user according to the price may be performed. Further, when the amount of in-game currency held by the second user is less than the price, the screen may be switched from the object purchase screen G3 to an in-game currency purchase screen (not shown), the in-game currency may be purchased through that screen, and then the process may return to the object purchase screen G3 to purchase the object according to the above procedure.
[0044] Object purchase is not limited to the case where it is performed only for objects with insufficient quantity in stock. For example, during co-play of the game, the second user may be prompted to purchase a type of object selected based on the play status of the first user, etc., so that the second user can purchase the object. Specifically, during game play, based on the change in the parameter value of the object to be operated by the first player, an object effective for the changed parameter value (for example, an object that restores the parameter value) is selected, and the type of the selected object, together with its price (the amount in in-game currency), is presented to the second user. In this case, by paying the price, the second user can acquire the presented object and make it an object in stock, that is, a candidate for an input object.
[0045] During the above-described co-play, the purchase of an object can only be made by the second user and cannot be made by the first user. On the other hand, before the start of co-play or after the end of co-play, either the first user or the second user can purchase an object that can be used as an input object.
[0046] Also, the purchase price of the object may be the same whether it is purchased during co-play or before / after the start / end of co-play, or it may be higher when purchased during co-play. Also, during a specific period during co-play (for example, a period when a boss such as an enemy appears on the field), the purchase price of the object may be higher than during a period other than the specific period.
[0047] Also, even if an object purchased during co-play is used as an input object, there may be a case where the above input object is not used by the first user in that co-play (that is, the effect of the input object is not activated). In that case, after the end of co-play, a process of refunding (granting) the consideration paid at the time of purchase of the object to the second user who performed the input operation may be executed.
[0048] Note that an object that can be input as an input object may be obtained by a method other than the above purchase. For example, the second user may obtain it by playing an in-game event (such as a lottery event where an item can be obtained).
[0049] When the second user performs an input operation, the input object is arranged together with the attached object at the arrangement position determined according to the input operation (specifically, the position specified by the second user). The attached object is a sign indicating that the input object is arranged (input) at the above arrangement position. Specifically, it corresponds to a figure such as an arrow or a pin, a speech bubble as shown in FIG. 1, or an icon corresponding to the input object.
[0050] When an input object is placed within the portion of the field that is reflected on the first screen G1, the first screen G1 displays the input object and the attached object, and the first user can recognize the presence of the input object by looking at the first screen G1 on which these objects are displayed.
[0051] Regarding the attached object, for example, in the case of a balloon-shaped attached object, the type of the input object, the user name of the second user who input the input object, and the user name of the first user specified by the second user as the destination of the input object can be displayed.
[0052] Also, when a plurality of first users and second users play a game jointly, the second user can specify the destination of the input object from among the plurality of first users during the input operation. In the case where the plurality of first users are divided into a plurality of teams, one team can be specified as the destination of the input object.
[0053] Also, in the cooperative play of the game, two or more users can select the role of play viewing and play as the second user. In that case, each second user can perform the input operation individually, and input objects will be input (placed) for each second user on the field.
[0054] By the way, when the second user inputs an input object onto the field and the placement position of the input object is within the portion of the field that is reflected on the first screen G1, the first user can directly visually recognize the input object displayed on the first screen G1. On the other hand, when the placement position of the input object is outside the portion of the first screen G1 that is reflected in the field, the input object is not displayed on the first screen G1, and the first user cannot directly confirm the input object. Therefore, in the present embodiment, when the placement position of the input object is outside the portion of the first screen G1 that is reflected in the field, measures are taken to make the first user recognize the existence of the input object (see, for example, FIGS. 10 to 13). Such content is a characteristic configuration of the present invention and will be described in detail in the following sections.
[0055] [Regarding the information processing apparatus and the terminals of each user in the present embodiment] Next, the information processing apparatus and the terminals of each user according to the present embodiment will be described with reference to FIG. 4. In the following description, a scenario in which two first users and two second users, a total of four users, play a game (specifically, the same area) together will be assumed. However, the content described below is not limited to the above scenario and can be applied to cases where there is at least one first user and at least one second user.
[0056] The first user and the second user each hold a terminal for game play. Hereinafter, the terminal held by the first user will be referred to as the first terminal 11, and the terminal held by the second user will be referred to as the second terminal 12. In FIG. 4, the terminals held by users A and B, who are the first users, correspond to the first terminal 11, and the terminals held by users C and D, who are the second users, correspond to the second terminal 12.
[0057] The first terminal 11 and the second terminal 12 are each client terminals, specifically, composed of a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of information input, a wearable terminal, or the like. The first terminal 11 and the second terminal 12 are each communicably connected to the server 10 via a communication network 14 as shown in FIG. 4. The communication network 14 is a communication line network composed of, for example, 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.
[0058] The server 10 is an example of the "information processing apparatus" of the present invention, and is a computer that executes various information processes related to game progress, such as generation, transmission, and reception of data necessary for game progress. More specifically, in this embodiment, it is an SNS server. The server 10 may be composed of a single 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 (excluding information input and display) are executed by the server 10, on the side of the first terminal 11 and the second terminal 12, it is only necessary to perform input of information to be delivered to the server 10 and display of information distributed from the server 10.
[0059] As a hardware device, as shown in FIG. 6, 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 composed of 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.
[0060] The memory 22 may be composed of semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The communication interface 23 may be composed of, 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).
[0061] Storage 24 may be configured by a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc, a compact disc (CD), a digital versatile disc (DVD), a secure digital card, or a universal serial bus memory, etc. Further, storage 24 may be built in server 10 or may be attached to the server main body in an external form. Furthermore, storage 24 may be configured by an external computer (for example, a database server) communicably connected to the server main body. Note that as a technique for recording various data, a distributed ledger technology such as a blockchain may be used for the purpose of avoiding unauthorized data tampering, etc.
[0062] In addition, programs for an operating system (OS) and information processing programs for game progress are installed in server 10 as software. These programs correspond to the "programs" of the present invention and, when executed by processor 21, server 10 functions as the information processing apparatus of the present invention.
[0063] Specifically, during the play of the game, server 10 generates display control data for the first screen G1 by executing the above programs and transmits it to each of the first terminals 11 of the first users A and B, and generates display control data for the second screen G2 and transmits it to each of the second terminals 12 of the second users C and D.
[0064] In addition, the server 10 receives movement operations from each of the first users A and B. In this case, the server 10 executes a process of moving the manipulated object corresponding to the first user who performed the movement operation on the field. Then, the server 10 generates display control data for displaying the first screen G1 and the second screen G2 that reflect the position of the manipulated object after the movement, and transmits the generated display control data to the first terminal 11 and the second terminal 12.
[0065] Also, the server 10 receives an input operation from one or both of the second users C and D. Specifically, the server 10 obtains data indicating the content of the input operation from the second terminal 12 of the second user who performed the input operation. In this case, the server 10 executes a process of placing an input object on the field according to the input operation. Then, the server 10 generates display control data for displaying the first screen G1 and the second screen G2 that reflect the state in which the input object has been placed on the field, and transmits the generated display control data to the first terminal 11 and the second terminal 12. At this time, the first terminal 11 to which the display control data is transmitted (that is, the first terminal 11 on which the field where the input object has been placed is shown on the first screen G1) may be each of the first terminals 11 of the two first users A and B, or may be limited to the first terminal 11 of the first user designated by the second user who performed the input operation.
[0066] Note that the above 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.
[0067] [Regarding the functions of the information processing apparatus of the present embodiment] To explain the configuration of the server 10 again from the configuration aspect, as shown in FIG. 5, the server 10 includes a first reception unit 31, a second reception unit 32, a game processing unit 33, a storage unit 34, and a display control unit 35. Among these functional units, the storage unit 34 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.
[0068] (First Reception Unit) During the play of the game, the first reception unit 31 receives the operations performed by the first user through the first terminal 11. Specifically, it acquires data indicating the operation content from the first terminal 11 via the communication network 14. The operations received by the first reception unit 31 include movement operations performed by the first user to move the object to be operated on the field. The movement operation is performed by the first user through the first screen G1 displayed on the first terminal 11. In the case shown in FIG. 2, for example, it is an operation of dragging the object to be operated to the destination while touching it on the first screen G1. Also, when a plurality of first users play together in the same area, the first reception unit 31 receives the movement operations for each first user.
[0069] (Second Reception Unit) During the joint play of the game by the first user and the second user, the second reception unit 32 receives the operations performed by the second user through the second terminal 12. Specifically, it acquires data indicating the operation content from the second terminal 12 via the communication network 14. The operations received by the second reception unit 32 include input operations, display change operations, purchase operations, and post-input operations.
[0070] The input operation is an operation performed by the second user to place an input object on the field. In the present embodiment, the input operation includes an operation for the second user to select an input object from the objects possessed in the game (in other words, an operation to select any one of a plurality of types of input objects), and an operation for the second user to specify the placement position of the input object on the field. The second reception unit 32 receives these operations as the input operation. Further, when a plurality of first users and the second user play the game jointly, the second reception unit 32 can receive, as the input operation, an operation for the second user to specify the destination of the input object (the partner who will use the input object) from among the plurality of first users.
[0071] The display change operation is an operation performed by the second user to change the portion displayed on the second screen G2 in the field. For example, an operation to enlarge the portion displayed on the second screen G2 (pinch-out operation), an operation to reduce the portion displayed on the second screen G2 (pinch-in operation), etc. are applicable.
[0072] The purchase operation is an operation for the second user to purchase an object that is a candidate for the input object during joint play of the game. Specifically, it is an operation to pay the price of an object that cannot be selected as the input object due to insufficient quantity possessed and acquire the object. The purchase operation is performed through the object purchase screen G3. For example, an operation such as selecting the desired number of purchases and clicking the purchase button on the screen is applicable.
[0073] The post-input operation is an operation performed by the second user who has performed the input operation after the input operation. For example, it is performed for the purpose of making the first user aware that the input object is on the field, and corresponds to an operation of touching a predetermined location (specifically, a location corresponding to the placement position of the input object on the field) of the second screen G2 a plurality of times. As described above, the post-input operation is usually repeatedly performed a plurality of times by the second user after the input operation, but the number of times the post-input operation is performed may be only once. Note that the post-input operation is not an operation that affects the activation or change of the effect of the input object, and as described above, it is merely performed to draw the attention of the first user to the input object.
[0074] When a plurality of second users play together in the same area, the second reception unit 32 receives the above operations (that is, the input operation, the display change operation, the purchase operation, and the post-input operation) for each second user.
[0075] (Game processing unit) The game processing unit 33 executes information processing for advancing the game, and when the first user and the second user play together, executes information processing for advancing the game according to the operations received from each user. For example, when the first reception unit 31 receives a movement operation of the first user, the game processing unit 33 executes a process of moving the operated object of the first user who has performed the movement operation on the field according to the movement operation. Along with this process, the game processing unit 33 moves the enemies on the field in conjunction with the movement of the operated object, and appropriately changes the parameter values of the operated object after the movement. For example, when the operated object touches an enemy, a process of decreasing the physical strength as a parameter value is executed.
[0076] When a plurality of first users play the game together, the game processing unit 33 changes the parameter values of the respective operated objects controlled by each first user according to the progress of the game, specifically, changes them based on the movement and state changes of each operated object.
[0077] Also, when the second reception unit 32 receives the input operation of the second user, the game processing unit 33 executes a process of arranging (inputting) an input object on the field according to the input operation. Further, when the object to be operated by the first user reaches the arrangement position of the input object on the field (that is, the position where the object to be operated touches the input object), the game processing unit 33 executes a process of giving an effect corresponding to the type of the input object at the above arrangement position to the first user who operates the object to be operated.
[0078] (Storage unit) The storage unit 34 stores various information necessary for playing the game, and as shown in FIG. 5, includes an area information storage unit 41, a user information storage unit 42, and an input information storage unit 43.
[0079] The area information storage unit 41 stores information (hereinafter referred to as "area information") regarding each of a plurality of set areas. The area information includes information regarding the field, the types and occurrence locations of enemies appearing on the field, the types and arrangement positions of auxiliary objects arranged on the field, and the clear conditions of the area, etc.
[0080] The user information storage unit 42 stores information (hereinafter referred to as "user information") regarding the user who is playing the game, and stores user information for each user when a plurality of users play the game jointly. The user information includes the name (user name) of the user, the identification ID, and the area being played, etc. When playing jointly, the role of oneself during the game (that is, whether it is the first user or the second user), and the name or identification ID of the other user who is playing jointly are further included. Also, when a plurality of first users play the game jointly and the plurality of first users are divided into a plurality of teams, the user information of each first user includes the team to which oneself belongs and the names and identification IDs of the other users belonging to the same team.
[0081] Also, when the first user and the second user play a game jointly, information unique to each user is stored as user information. As shown in FIG. 6, the user information of the first user includes information regarding the object to be operated by the user, specifically, the appearance of the object to be operated, the initial value, upper limit value, and current value of the parameter values, and the current position in the field, etc. As shown in FIG. 7, the user information of the second user includes information regarding the possessed objects that can be used as input objects (specifically, the type and number of possessed objects) and information indicating the range of the field to be displayed on the second screen G2. Also, when a plurality of first users play the game divided into a plurality of teams, the second user will belong to one of the teams, and in this case, the user information of the second user includes the team to which the user belongs and the names and identification IDs of the first users belonging to the same team.
[0082] The input information storage unit 43 stores information regarding the input of input objects onto the field by the second user (hereinafter referred to as input information), and when a plurality of input objects are input into one field, the input information is stored for each input object. As shown in FIG. 8, the input information includes the user name of the second user who input the input object, the type and placement position of the input object, the user name of the first user specified by the second user as the destination of the input object if specified, and the usage status (whether or not an effect has been applied).
[0083] (Display control unit) The display control unit 35 controls the terminals of each user and causes the terminals of each user to display a screen (game screen) that reflects the result of information processing by the game processing unit 33 and the like. When the first user and the second user play the game jointly, the display control unit 35 forms a first display control unit 51 and a second display control unit 52 as shown in FIG. 5, and each display control unit controls the terminal of the corresponding user.
[0084] Specifically, the first display control unit 51 controls the terminal of the first user, that is, the first terminal 11, and causes the first terminal 11 to display a first screen G1 that shows a portion including the object to be operated in the field. More specifically, the first display control unit 51 reads out the user information of the first user stored in the user information storage unit 42, specifies the current position of the object to be operated by the first user, generates display control data for the first screen G1 based on the specified current position, and transmits the generated display control data to the first terminal 11.
[0085] On the first terminal 11 side, a first screen G1 that shows a part including the object to be operated in the field is displayed. At this time, when the first display control unit 51 causes the first terminal 11 to display the first screen G1, it causes the current value of a predetermined parameter value of the object to be operated to be displayed near the object to be operated in the first screen G1 (see FIG. 2). Further, when the game processing unit 33 moves the object to be operated in response to the movement operation of the first user, the first display control unit 51 controls the first terminal 11 to display a first screen G1 in which the moved object to be operated in the field is shown.
[0086] When a plurality of first users play the game jointly, the first display control unit 51 individually controls the first terminals 11 of the respective first users, and causes the first screen G1 corresponding to each first user, that is, the first screen G1 in which the object to be operated by each first user in the field is shown, to be displayed for each first user.
[0087] The second display control unit 52 controls the second terminal 12 of the second user and causes the second terminal 12 to display a second screen G2. More specifically, the second display control unit 52 reads out the user information of the second user stored in the user information storage unit 42, specifies the area in which the second user is playing and its display range, generates display control data for the second screen G2 based on the specified content, and transmits the generated display control data to the second terminal 12.
[0088] On the second terminal 12 side, in the field, a second screen G2 that shows a portion corresponding to the above display range is displayed. At this time, if there is an object to be operated by the first user in the portion shown on the second screen G2 in the field, the second display control unit 52 displays the current value of a predetermined parameter value of the object to be operated near the object to be operated in the second screen G2 (see FIG. 3).
[0089] Also, when the second reception unit 32 receives a display change operation, the second display control unit 52 changes the portion shown on the second screen G2 in the field based on the display change operation. Specifically, the second display control unit 52 controls the second terminal 12 of the second user who performed the display change operation, and displays a second screen G2 that shows a portion corresponding to the changed display range in the field. Thereby, regardless of the position of the object to be operated, the range to be displayed on the second screen G2 in the field (that is, the range that the second user can view) can be changed.
[0090] Also, when the second user starts a purchase operation to purchase an object (specifically, an object with insufficient quantity in stock), the second display control unit 52 controls the second terminal 12 of the second user who performed the purchase operation, and pop-up displays an object purchase screen G3 on the second screen G2 (see the right figure in FIG. 18).
[0091] When a plurality of second users play in the same area, the second display control unit 52 individually controls the second terminals 12 of each second user, and displays a second screen G2 corresponding to each second user, that is, a second screen G2 that shows the display range set for each second user, for each second user.
[0092] When the game processing unit 33 places an input object on the field in response to the input operation of the second user, the second display control unit 52 causes the second terminal 12 to display a second screen G2 that shows the field where the input object and the above-mentioned attached object are placed at the placement position designated by the second user. Along with this, if the above placement position is within the portion of the first screen G1 that is reflected, the first display control unit 51 controls the first terminal 11 and, as shown in FIG. 9, causes the first terminal 11 to display the first screen G1 where the input object and the attached object are placed at the above placement position. At this time, the first display control unit 51 may display information about the second user who input the input object (for example, the name of the second user) near the attached object or inside the attached object on the first screen G1.
[0093] Also, when the operated object touches the input object on the field and the effect of the input object is given to the first user who operates the operated object, the first display control unit 51 controls the first terminal 11 to display a production video corresponding to the effect on the first terminal 11. For example, in a situation where a plurality of first users and the second user are playing a game together, when the effect of the input object is given to one first user, the first display control unit 51, as the above production video, displays a message indicating that the effect of the input object has been given to the above first user, or the ID, name, etc. of the first user to whom the effect of the input object has been given, on the first terminal 11 of the other first users other than the above first user.
[0094] On the other hand, as shown in the left diagram of FIG. 10, when the placement position of the input object is outside the portion of the first screen G1 that is reflected, the first display control unit 51 controls the first terminal 11 to display a display icon ic at a predetermined position on the first screen G1 as shown in the right diagram of FIG. 10. Specifically, the first display control unit 51 generates display control data for displaying the display icon ic at a predetermined position on the first screen G1, and transmits the generated display control data to the first terminal 11.
[0095] The display icon ic is an example of a display object corresponding to an input object arranged at the above arrangement position, and is displayed on the first screen G1 to make the first user aware of the existence and arrangement position of the input object when the arrangement position of the input object is outside the portion reflected on the first screen G1. The display icon ic according to the present embodiment is constituted by, for example, an image (image) obtained by reducing the input object. Note that instead of the display icon ic, a character or symbol indicating the input object, or an image designated by the second user may be displayed as the display object.
[0096] Also, as shown in the right diagram of FIG. 10, the display icon ic is displayed at a display position corresponding to the arrangement position of the input object on the first screen G1. Specifically, the first display control unit 51 determines the display position of the display icon ic according to the positional relationship between the arrangement position of the input object in the field and the portion reflected on the first screen G1 (the portion surrounded by the broken line in the left diagram of FIG. 10).
[0097] More specifically, the display position of the display icon ic is determined so that the arrangement position of the input object as seen from the portion reflected on the first screen G1 in the field and the display position of the display icon ic on the first screen G1 are in the same orientation. Therefore, when the positional relationship between the arrangement position of the input object in the field and the portion reflected on the first screen G1 changes, the first display control unit 51 changes the display position of the display icon ic on the first screen G1 based on the change in the above positional relationship, as shown in FIGS. 10 and 11.
[0098] Note that when determining the display position of the display icon ic, the first display control unit 51 reads out the user information of the first user (specifically, the current position on the field of the object to be operated) stored in the user information storage unit 42 and the input information stored in the input information storage unit 43, and determines the display position based on these information.
[0099] Also, when a plurality of first users play a game jointly, the first display control unit 51 controls the first terminals 11 of the respective first users to display a first screen G1 for each first user on each first terminal 11. In this situation, for two or more first users, when the placement position of the input object is outside the portion reflected on the first screen G1, on each of the first terminals 11 of the two or more first users, a display icon ic is displayed on the first screen G1. The display position of the display icon ic at this time is determined for each first user. That is, since a part of the field reflected on the first screen G1 can vary for each first user, in reflection of this, the display position of the display icon ic is also determined according to the first screen G1 for each first user.
[0100] However, it is not limited to the above case. Among the plurality of first users, the display icon ic may be displayed on the first screen G1 of the first user specified by the second user during the input operation, and may not be displayed on the first screens G1 of the other first users. That is, the first display control unit 51 may transmit display control data for displaying the display icon ic at a predetermined position on the first screen G1 only to the first terminal 11 of the first user specified by the second user among the plurality of first users.
[0101] Also, in the same manner as above, among the plurality of first users, the display icon ic may be displayed on the first screen G1 of the first user satisfying any one of the following conditions 1 to 3, and may not be displayed on the first screens G1 of the other first users. That is, the first display control unit 51 may control the first terminal 11 of the first user satisfying a predetermined condition (specifically, any one of conditions 1 to 3) to display the display icon ic at a predetermined position on the first screen G1. Condition 1: When a plurality of first users play a game divided into a plurality of teams, being a first user belonging to the same team as the second user who input the input object. Condition 2: Being a first user who operates an object to be operated existing within a predetermined range from the placement position of the input object in the field. Condition 3: being the first user selected based on the effect of the input object and the current value of the corresponding parameter value (hereinafter referred to as the target parameter value).
[0102] Taking a specific example of the above Condition 3, when an input object that gives an effect of recovering physical strength is input, on the first screen G1 of the first user whose current physical strength value is the minimum or below the reference value, a display icon ic corresponding to the above input object may be displayed.
[0103] As described above, in the present embodiment, when the placement position of the input object in the field is outside the portion reflected on the first screen G1, the above display icon ic is displayed at a display position corresponding to the placement position of the input object on the first screen G1. Thereby, even in the above case, the first user can easily notice the existence of the input object on the field through the first screen G1 and grasp its placement position.
[0104] Also, when there are a plurality of input objects outside the portion reflected on the first screen G1, display icons ic may be displayed for each object. However, the more the number of display icons ic increases, the more difficult it is to view the first screen G1. Therefore, an upper limit number may be set for the number of display icons ic to be displayed on the first screen G1. In this case, when the number of input objects outside the portion reflected on the first screen G1 exceeds the above upper limit number, the input objects corresponding to the upper limit number are selected in order from the input objects close to the object to be operated, and display icons ic (that is, the same number of display icons ic as the upper limit number) may be displayed for each of the selected input objects. Alternatively, for each of the plurality of input objects outside the portion reflected on the first screen G1, a priority may be determined based on the relationship with the target parameter value of the first user, and the input objects for which the display icons ic are to be displayed may be selected according to the priority.
[0105] Also, for reasons such as more effectively notifying the first user of the presence of the input object, the first display control unit 51 may appropriately change the manner (display manner) in which the display icon ic is displayed. Examples of the display manner of the display icon ic include the display color of the display icon ic, the contrast with the surrounding color, the display size, the presence or absence of additional information, changes such as rotation or blinking, and the presence or absence of highlighted display such as highlighting. Note that the rules for changing the display manner are stored in the storage unit 34 in advance, and the first display control unit 51 changes the display manner according to the rules and in accordance with the progress of the game at that time.
[0106] As a first case of changing the display manner of the display icon ic, the first display control unit 51 may display the display icon ic in a display manner corresponding to the type of the object input as the input object among a plurality of types of objects. For example. Specifically, when a certain input object is input, a display icon ic obtained by reducing the size of the input object may be displayed, or it may be displayed in a color corresponding to the type of the input object.
[0107] As a second case, the first display control unit 51 may display the display icon ic in a display manner based on the surrounding situation of the input object in the field. The surrounding situation of the input object refers to, for example, the presence or absence of objects within a predetermined range from the arrangement position of the input object on the field, or the number of existing objects. The objects existing within the predetermined range include, for example, enemies or auxiliary objects that appear near the arrangement position of the input object, or other input objects other than the input object at the above arrangement position. Note that the "predetermined range" includes, for example, positions at a distance of a predetermined distance or less from the arrangement position, and further includes a range regarded as near the arrangement position in the technical field of the present invention. As a specific example of the second case, when an enemy appears around the input object, or when an auxiliary object that imparts the same type of effect as the input object is arranged around the input object, the display icon ic corresponding to the input object may be displayed in a display mode different from normal (for example, a display size larger than normal).
[0108] As a third case, the first display control unit 51 may display the display icon ic in a display mode based on the distance between the current position of the object to be operated in the field and the arrangement position of the input object. As a specific example, as the above distance becomes shorter (that is, as the object to be operated approaches the input object), the display icon ic may be displayed in a larger display size (or in a smaller display size).
[0109] Also, the additional information of the display icon ic may be changed according to the above distance. For example, the additional information may be increased as the above distance becomes shorter. Specifically, until the above distance becomes equal to or less than the first distance, only the display icon ic with the input object reduced is displayed. After that, until the above distance becomes equal to or less than the second distance smaller than the first distance, the information of the second user who input the input object is added and displayed as additional information. After that, until the above distance becomes equal to or less than the third distance smaller than the second distance, information corresponding to the accessory object near the input object (for example, information described in the accessory object, etc.) may be further added and displayed. In this case, as the object to be operated approaches the input object, the amount of information that the first user can know about the input object increases.
[0110] Also, in a situation where there is a placement position of the input object outside the portion reflected on the first screen G1 in the field, the display and non-display of the display icon ic may be switched based on the above distance. Specifically, when the above distance exceeds a predetermined value, the display icon ic may be made non-displayed, and when the above distance becomes equal to or less than the predetermined value, the display icon ic may be displayed. The predetermined value may be changed according to the number of input objects arranged outside the portion reflected on the first screen G1. For example, when the number of input objects arranged outside the portion reflected on the first screen G1 exceeds a predetermined number, the predetermined value may be set smaller than when the number of the input objects does not exceed the predetermined number.
[0111] As a fourth case, when the second reception unit 32 receives a post-input operation of the second user, the first display control unit 51 may change the display mode of the display icon ic according to the number of times the post-input operation has been performed. To give a specific example, when the second user performs an operation of touching a display location of an input object in the second screen G2 a plurality of times as a post-input operation, the display icon ic may be blinked or highlighted according to the number of times of the second user's screen touch operation. Also, the display time of the display icon ic or the time of the highlighted display may be controlled according to the number of times of the screen touch operation.
[0112] As a fifth case, when another object (specifically, an enemy) is displayed (overlapped with the display icon ic) at the display position of the display icon ic, since the enemy becomes difficult to see, the first display control unit 51 may change the display mode of the display icon ic. In this case, for example, the display icon ic may be temporarily made non-displayed, or may be displayed in a display mode that does not interfere with the display of the enemy, such as being grayed out.
[0113] Furthermore, for reasons such as improving the game characteristics, particularly the interest of joint play, the first display control unit 51 may notify the first terminal 11 of additional information together with the display icon ic during joint play of the game. Specifically, the first display control unit 51 may control the first terminal 11 to display the display icon ic at a display position corresponding to the arrangement position of the thrown-in object on the first screen G1 as shown in Fig. 12, and may notify information (e.g., a user name) about the second user who threw in the thrown-in object. The notification of the information about the second user is not particularly limited, and may be displayed near the display icon ic on the first screen G1, or may be displayed at a position away from the display icon ic.
[0114] With regard to the above configuration, for example, in a situation where a plurality of first users and second users are playing a game together, information about the second user who threw in the thrown-in object may be notified to a first user among the plurality of first users who satisfies a predetermined condition (specifically, any one of the above-mentioned conditions 1 to 3), and information about the second user who threw in the thrown-in object may not be notified to a first user who does not satisfy the predetermined condition. In other words, the first display control unit 51 may control only the first terminal 11 of the first user who satisfies the predetermined condition to display the display icon ic at a display position corresponding to the arrangement position of the thrown-in object on the first screen G1, and may notify information about the second user.
[0115] As another example, in a situation where a plurality of first users and a second user are playing a game together, when the second user specifies a use destination of the input object (a first user who is desired to use the input object) during the input operation, information about the specified first user (for example, a user name) may also be notified as shown in FIG. 13. That is, the first display control unit 51 may control the first terminal 11 of each of the plurality of first users to display the display icon ic at a display position corresponding to the arrangement position on the first screen G1, and may notify information about the first user specified by the second user. The notification of the information about the specified first user is not particularly limited, and may be displayed near the display icon ic on the first screen G1, or may be displayed at a position away from the display icon ic.
[0116] Also, as another example, in a situation where a plurality of first users and second users are playing a game together, when the object to be operated by one first user approaches the input object on the field, information about that first user (hereinafter, the first user approaching the input object) may be displayed near the display icon ic on the first screen G1 of the other first users as additional information. That is, for example, a screen in which the message "Given to User A!" in FIG. 13 is replaced with the message "User A seems to obtain!" may be displayed. Thereby, the presence of the first user approaching the input object can be notified to the other first users. Note that, among the plurality of first users, which first user's object to be operated is approaching the input object can be specified by identifying the current position of the object to be operated from the user information of each first user, and the first user whose current position has moved the most toward the arrangement position side of the input object during a predetermined period may be set as the first user approaching the input object.
[0117] [Regarding the information processing method according to this embodiment] Next, as an example of the information processing method of the present invention, an information processing method using the information processing apparatus (that is, the server 10) according to this embodiment will be described. In the following, as an explanation of the information processing method according to this embodiment, the flow of information processing for game progress executed by the server 10 will be mainly described.
[0118] The information processing for game progress according to this embodiment is divided into a stage until the user logs in to the game and starts playing, and a stage where the user actually plays the game. Regarding the former, from the perspective of the GUI, the transition of the game screen displayed on the user's terminal will be described with reference to the screen example shown in FIG. 14. Regarding the latter, it will be described with reference to the flowcharts shown in FIGS. 15 to 17.
[0119] When the user operates the terminal to log in to the game and then performs a predetermined input operation, the player number selection screen shown in FIG. 14 (the left screen in the figure) is displayed. The user selects either single play where they play alone or co-op play where multiple players play together in the same area, and touches one of the two play format selection buttons displayed on the screen. Hereinafter, the case where the user selects co-op play will be assumed and described.
[0120] The terminal of the user who has selected co-op play sends data indicating the selection result to the server 10. The server 10 identifies the user who has selected co-op play, and then determines whether there are other users who have selected co-op play within a certain period of time. If there are other users who have selected co-op play, the server 10 sends display control data for the role selection screen shown in FIG. 14 (the right screen in the figure) to the terminals of each user who has selected co-op play.
[0121] Each user who has selected co-op play selects, through the role selection screen displayed on the terminal, either the role of object operation or play viewing, that is, which of the first user and the second user to play as, and touches one of the two role selection buttons displayed on the screen. After each user has selected a role, the terminal of each user sends data indicating the selection result to the server 10. When the server 10 receives the role selection results from each of the users who have selected co-op play, it determines the number of users participating in the co-op play and the role of each user at that time. Through the above procedures, multiple users who have selected co-op play can start the co-op play of the game.
[0122] In this embodiment, since a minimum required number (lower limit value) is set for the first user, the number of users participating as the first user (that is, the number of players who have selected the role of the first user) waits until it exceeds the lower limit value, and the co-op play starts when the number of the first users exceeds the lower limit value. In addition, in this embodiment, when co-play starts, until the co-play ends, the game specification is such that other users cannot join midway during the co-play. However, the present invention is not limited to this, and a specification that permits other users to join midway during co-play may also be adopted.
[0123] The information processing after the start of game play differs according to the roles of each user. The information processing on the first user side (hereinafter referred to as the first user side flow) proceeds according to the flow shown in FIGS. 15 and 16, and the information processing on the second user side (hereinafter referred to as the second user side flow) proceeds according to the flow shown in FIG. 17. Hereinafter, each flow will be described.
[0124] (First user side flow) The first user side flow is executed via communication between the server 10 and the terminal of the first user (first terminal 11). Also, when a plurality of first users play in the same area jointly, the first user side flow is executed for each first user.
[0125] In this flow, first, the server 10 controls the first terminal 11 by generating display control data for the first screen G1 and transmitting it to the first terminal 11, and causes the first terminal 11 to display the first screen G1 (S001, S002). Note that the first screen G1 displayed on the first terminal 11 at the start of game play shows a portion corresponding to the initial position (start position) of the object to be operated by the first user in the field.
[0126] During the game play, the first user can perform a movement operation through the first screen G1 at any time to move the object to be operated on the field (S003). When the movement operation is performed, the server 10 receives the movement operation through communication with the first terminal 11 (S004), and executes a process of moving the object to be operated by the first user on the field according to the movement operation (S005). Thereafter, the server 10 generates display control data of the first screen G1 (hereinafter referred to as the "first screen G1 after movement") that shows a part of the field including the object to be operated after movement, and transmits it to the first terminal 11 to control the first terminal 11, and causes the first terminal 11 to display the first screen G1 after movement (S006, S007). Thereafter, each time the first user performs a movement operation, steps S004 to S007 are repeatedly executed, whereby the first screen G1 after movement is updated at any time.
[0127] Although not particularly shown, during the game play, the server 10 changes the parameter value of the object to be operated according to the movement and state change of the object to be operated by the first user, and accordingly updates the user information stored in the storage unit 34 (particularly, the current value of the parameter value of the object to be operated).
[0128] Also, when an input object is input (placed) on the field by the input operation of the second user (S008), the server 10 determines whether or not the placement position of the input object is outside the portion of the field that is reflected on the first screen G1 of the first user (S009). If the placement position is outside the portion of the field that is reflected on the first screen G1, the server 10 generates display control data of the display icon ic and transmits it to the first terminal 11 to control the first terminal 11 (S010). As a result, on the first terminal 11, a display icon ic corresponding to the input object is displayed at a display position corresponding to the placement position of the input object on the first screen G1 (specifically, a position in the same direction as when the input object is viewed from the portion of the field that is reflected on the first screen) (S011).
[0129] When the display icon ic is displayed on the first screen G1 by the first terminal 11, it is preferable to change the display mode of the display icon ic according to the situation at that time. Specifically, as described above, the type of the object input as the input object, the surrounding situation of the input object in the field (for example, the number of enemies appearing near the input object, etc.), the presence or absence of other objects (for example, enemies) at the display position of the display icon ic, and the number of post-input operations by the second user, etc. The display mode may be changed according to the above. Also, in a situation where the arrangement position of the input object is outside the portion of the first screen G1 that is reflected, the display and non-display of the display icon ic may be switched based on the distance between the current position of the object to be operated and the arrangement position of the input object.
[0130] Also, when a plurality of first users and a second user play a game together, the display icon ic may be displayed on each of the first screens G1 of the plurality of first users (specifically, the first users who satisfy the condition that the arrangement position of the input object is outside the first screen G1). Alternatively, the display icon ic may be displayed only on the first screen G1 of a specific first user, specifically, the first user designated by the second user who input the input object. Also, the display icon ic may be displayed only on the first screen G1 of the first user who satisfies a predetermined condition (specifically, any one of the above-mentioned conditions 1 to 3). Furthermore, together with the display of the display icon ic, information regarding the second user who input the input object, or information regarding the first user designated by the second user may be notified.
[0131] On the one hand, in step S009, when the placement position is within the portion reflected on the first screen G1, the server 10 generates display control data for the first screen G1 and transmits it to the first terminal 11 to control the first terminal 11 (S012). On the first terminal 11 side, the display icon ic is not displayed, and the first screen G1 that reflects a part of the field where the input object is placed at the above placement position is displayed (S013). Also, although not particularly illustrated, when the manipulated object reaches the position where it touches the input object, the server 10 executes a process of imparting the effect of the input object to the first user who manipulates the manipulated object, and accordingly, updates the user information stored in the storage unit 34 (particularly, the current value of the parameter value of the manipulated object, etc.).
[0132] Among the steps described above, the steps of S003 to S013 are repeatedly executed until the game ends (S014). Here, the end of the game means that the conditions for ending the cooperative play of the game by a plurality of users are satisfied. For example, when a predetermined area is cleared, when a preset game play time (time limit) has elapsed, when one or all of the users have requested a play interruption (retirement), etc. When the game ends, the first user side flow ends at that time.
[0133] (Second user side flow) The second user side flow is executed through communication between the server 10 and the terminal of the second user (second terminal 12). Also, when a plurality of second users play in the same area jointly, the second user side flow is executed for each second user.
[0134] In this flow, first, the server 10 controls the second terminal 12 by generating display control data for the second screen G2 and transmitting it to the second terminal 12, and causes the second terminal 12 to display the second screen G2 (S021, S022). The second user can view the play of the first user (easily understood as the movement of the manipulated object on the field and the progress of the game associated with the movement, etc.) through the second screen G2.
[0135] During the game play, when the second user performs a display change operation through the second screen G2 to change the display range of the second screen G2 (S023), the server 10 receives the display change operation through communication with the second terminal 12 (S024). Then, the server 10 generates display control data for the second screen G2 based on the received display change operation, and controls the second terminal 12 by transmitting the data to the second terminal 12 (S025). As a result, the second screen G2 reflecting the changed display range is displayed on the second terminal 12 (S026).
[0136] Also, during the game play, the second user can perform an input operation through the second screen G2. When the input operation is performed (S027), the server 10 receives the input operation through communication with the second terminal 12 (S028). The server 10 executes a process of inputting (placing) an input object on the field based on the received input operation. Specifically, the server 10 places the possessed object selected by the second user from the possessed objects in the input operation at the placement position specified by the second user on the field (S029).
[0137] Although not shown in FIG. 17, with the input of the input object, the server 10 newly generates display control data for the second screen G2, and transmits the data to the second terminal 12 to control the second terminal 12. As a result, on the second terminal 12 side, the second screen G2 reflecting the field where the input object is placed at the placement position is displayed.
[0138] Also, among the possessed objects of the second user, for the object input on the field as an input object, it is consumed and the number of possessions of the second user decreases, and accordingly, the user information of the second user is updated. However, it is not limited to this. When the input object has not been used by the first user for a certain period of time, the object may be returned to the second user (returned to the possessed objects of the second user). Also, for an object with insufficient quantity (specifically, an object with a quantity of 0), the second user can increase the quantity by performing a purchase operation through the object purchase screen G3 during the game play, and then it can be selected as an input object.
[0139] Among the steps described above, the steps S023 to S029 are repeatedly executed until the game ends (S030). When the game ends, the second user side flow ends at that point.
[0140] [Other Embodiments] So far, specific examples have been given and described for the information processing apparatus, information processing method, and program of the present invention. However, the above-described embodiments are merely examples, and other embodiments are also conceivable.
[0141] In the above-described embodiment, the server computer (server 10) that executes information processing for game progress functions as the information processing apparatus of the present invention, but it is not limited thereto. Some of the functions of the server 10 may be provided in the terminals of the users who play the game, that is, the first terminal 11 and the second terminal 12. For example, the first terminal 11 may be provided with a function corresponding to the first reception unit 31, the second terminal 12 may be provided with a function corresponding to the second reception unit 32, and one or both of the first terminal 11 and the second terminal 12 may be provided with a function corresponding to the display control unit 35. In that case, the first terminal 11 and the second terminal 12 cooperate to constitute the information processing apparatus of the present invention.
[0142] Also, in the above-described embodiment, the communication method when the first terminal 11 and the second terminal 12 communicate is set to be a method via the server 10 (client - server method), but a P2P (peer - to - peer) method without passing through the server 10 may also be used. In that case, the first terminal 11 and the second terminal 12 cooperate to function as the information processing apparatus of the present invention.
[0143] Also, in the above-described embodiment, in the terminal (second terminal 12) of the second user who performs the input operation, the second screen G2 that shows the whole or a part of the field is displayed. However, the present invention is not limited to this. Instead of displaying the second screen G2 that shows the field on the second terminal 12, a screen for the input operation (for example, a selection screen for the input object, etc.) may be displayed. In that case, the second user will perform only the support operation for the first user, that is, the input operation, without viewing the play of the first user. Also, when a part of the field is shown on the second screen G2, the second user may perform an operation to switch (change) the part shown on the second screen G2 in the field. In this case, a predetermined object (hereinafter, the object for screen switching) may be displayed on the second screen G2, and by the second user operating the object for screen switching, the part shown on the second screen G2 in the field may be switched. The object for screen switching is, for example, a character with a motif of a flying object such as a UAV (Unmanned Aerial Vehicle). Different from the object to be operated by the first user, instead of being able to defeat the enemies on the field or acquire auxiliary objects or input objects, it flies and moves in the sky above the field (a virtual space set at a height different from the field) or drops the input object.
[0144] [Summary] The information processing apparatus of the present invention includes a first reception unit that receives a movement operation performed by a first user in a game to move an object to be operated on a field, a second reception unit that receives an input operation performed by a second user who plays the game jointly with the first user and assists the first user to input an input object on the field, and a display control unit that controls the first terminal of the first user to display a first screen that reflects a part corresponding to the movement operation in the field. When the arrangement position of the input object determined according to the input operation is outside the part reflected on the first screen in the field, the display control unit controls the first terminal to display a display object (specifically, a display icon) corresponding to the input object at a display position corresponding to the arrangement position on the first screen. According to the above configuration, even when the arrangement position of the input object is outside the part reflected on the first screen in the field, the presence and arrangement position of the input object can be easily noticed by the first user. As a result, the input object can be effectively used by the first user. This promotes the participation of the second user in the game through object input and improves the interest of the game.
[0145] Further, the information processing apparatus of the present invention may include a game processing unit that advances the game. In this case, when a plurality of users play the game jointly, the game processing unit may start the joint play of the game when the number of first users is equal to or more than a predetermined minimum required number and the number of second users is an arbitrary number. According to the above configuration, when the number of first users is equal to or more than the minimum required number, the joint play of the game can be started regardless of the number of second users.
[0146] Further, when the object to be operated receives an action from a specific object on the field, the game processing unit may change the parameter value set for the first user. On the other hand, the parameter value that changes upon receiving the above action may not be set for the second user. According to the above configuration, the second user can enjoy co-play with the first user without being affected by the actions from specific objects on the field.
[0147] In addition, when the object to be operated reaches the placement position, the game processing unit may give an effect corresponding to the type of the input object placed at the placement position to the first user who operates the object to be operated that has reached the placement position. On the other hand, the game processing unit may not give the effect to the second user. According to the above configuration, since the second user does not utilize the effect of the input object, it does not prevent the effect from being given to the first user, and the second user can concentrate on the play that assists the first user.
[0148] Further, in the information processing apparatus of the present invention, during the co-play of the game by the first user and the second user, the second reception unit receives an input operation including an operation of selecting an input object from the objects possessed by the second user in the game and an operation of designating a placement position on the field, and an acquisition operation in which the second user acquires an object that cannot be selected as an input object due to insufficient quantity by paying a price. According to the above configuration, the second user can determine the type of the input object and the placement position on the field according to his own will, so the interest of the game for the second user is further enhanced. In addition, since an object with insufficient quantity can be purchased during the game play, even if the object desired to be placed on the field as an input object is not possessed, the object can be appropriately replenished, so the interest of the game for the second user is further enhanced.
[0149] Further, in the information processing apparatus of the present invention, the display control unit may display the display object in a display mode based on the objects existing within a predetermined range from the placement position on the field. According to the above configuration, the first user can infer the situation near the placement of the input object (for example, the number of enemies appearing around the input object, the presence of auxiliary objects, etc.) from the display mode of the display object, so the interestingness of the game is further enhanced.
[0150] In addition, in the information processing apparatus of the present invention, when there is a placement position outside the portion reflected on the first screen in the field, the display control unit may switch the display and non-display of the display object based on the distance between the current position and the placement position of the object to be operated in the field. According to the above configuration, the first user can grasp whether the input object is located near or far from the current position of the object to be operated from the switching of the display / non-display of the display object. As a result, the input object is more effectively utilized, making it easier to encourage the second user to participate in the game through object input.
[0151] In addition, in the information processing apparatus of the present invention, when a plurality of first users and a second user play the game jointly, the second reception unit may receive an input operation including an operation in which the second user designates any one of the plurality of first users. In this case, the display control unit may display the display object at a position corresponding to the placement position on the first screen on the first terminal of the first user designated by the second user among the plurality of first users. According to the above configuration, by displaying the display object on the first screen of the first user designated by the second user among the plurality of first users, the presence and placement position of the input object can be notified to that first user. Thereby, for example, the second user can cooperate with a specific first user in the game, and the interestingness of the game is further enhanced.
[0152] In addition, the information processing apparatus of the present invention preferably includes a game processing unit that advances the game. Further, when a plurality of first users and a second user play the game jointly, the game processing unit may change parameter values corresponding to the respective first users according to the progress of the game. In this case, it is more preferable that the display control unit causes a display object to be displayed at a position corresponding to the arrangement position on the first screen on the first terminal of the first user selected based on the parameter value corresponding to the effect of the input object arranged at the arrangement position among the plurality of first users. According to the above configuration, among the plurality of first users, it is possible to notify the first user selected based on the parameter value corresponding to the effect of the input object of the existence and arrangement position of the input object. Thereby, for example, it is possible to notify the first user with the smallest current physical strength value that a physical strength recovery type input object has been input onto the field. As a result, the input object is used more effectively, and it becomes easier to further encourage the second user to participate in the game through object input.
[0153] In addition, in the information processing apparatus of the present invention, when a plurality of first users and a second user play the game jointly, the display control unit causes a display object to be displayed at a display position corresponding to the arrangement position on the first screen on the first terminal of the first user who satisfies a predetermined condition among the plurality of first users, and may notify information about the second user who input the input object. According to the above configuration, it is possible to notify the first user who satisfies the predetermined condition of the existence and arrangement position of the input object and the second user who input the input object, so the interestingness of the game is further enhanced.
[0154] In addition, in the information processing apparatus of the present invention, the display control unit causes a display object to be displayed at a display position corresponding to the arrangement position on the first screen on the first terminal of the first user whose manipulated object is located within a predetermined range from the arrangement position in the field, and may notify information about the second user who input the input object. According to the above configuration, the throw-in object is effectively utilized because the first user who operates the operated object near the throw-in object can be informed of the presence and location of the throw-in object. Also, the first user can be informed of the second user who threw in the throw-in object, which makes it easier to build a cooperative relationship between the first user and the second user, thereby making it easier to encourage the second user to participate in the game.
[0155] In addition, in the information processing device of the present invention, the display control unit may target only the first terminal of a first user who satisfies a predetermined condition, cause the display object to be displayed at a display position corresponding to the placement position on the first screen, and may also notify information regarding a second user who inserted the inserted object. According to the above configuration, only first users who satisfy a predetermined condition can be notified of the existence and location of the thrown-in object, and the name of the second user who threw in the thrown-in object, thereby making the game even more interesting.
[0156] In the information processing device of the present invention, the second reception unit may receive a post-input operation performed by the second user after the input operation. In this case, the display control unit may control the first terminal to change the display mode of the display object according to the number of times the post-input operation has been performed. According to the above configuration, the display mode of the display object can be changed according to the number of operations (post-throw operations) performed by the second user after the throw-in operation. This change in the display mode can draw the first user's attention to the display object, making it easier for the first user to notice the presence and location of the thrown-in object. As a result, the thrown-in object can be more easily used by the first user, and the second user's participation in the game through throwing the object can be more effectively encouraged.
[0157] Also, in the information processing apparatus of the present invention, when a plurality of first users and a second user play a game jointly, the display control unit may cause each of the first terminals of the other first users to display information about one first user together with a display object when the manipulated object of one first user among the plurality of first users approaches the input object on the field. According to the above configuration, the presence of the first user approaching the input object can be notified to the other first users. Thereby, the interestingness of the game in which a plurality of first users play jointly can be improved.
[0158] Further, the information processing method of the present invention is characterized in that a computer receives a movement operation performed by a first user in a game to move a manipulated object on a field, the computer receives an input operation performed by a second user who plays a game jointly with the first user and assists the first user to input an input object on the field, the computer controls the first terminal of the first user to display a first screen that reflects a part corresponding to the movement operation in the field, and when the arrangement position of the input object determined according to the input operation is outside the part of the field reflected in the first screen, the computer controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the arrangement position on the first screen. According to the above information processing method, even when the arrangement position of the input object is outside the part of the field reflected in the first screen, the presence and the arrangement position of the input object can be easily made noticeable to the first user.
[0159] Also, the program of the present invention causes a computer to accept a movement operation performed by a first user in a game to move an object to be operated on the field, and is performed by a second user who plays the game jointly with the first user and assists the first user, and accepts an input operation to input an input object on the field, controls the first terminal of the first user, and displays a first screen that reflects a part corresponding to the movement operation in the field. When the arrangement position of the input object determined according to the input operation is outside the part reflected on the first screen in the field, the first terminal is controlled to display a display object corresponding to the input object at a display position corresponding to the arrangement position on the first screen. By causing the computer to execute the above program, even when the arrangement position of the input object is outside the part reflected on the first screen in the field, the presence and arrangement position of the input object can be easily noticed by the first user.
Explanation of Signs
[0160] 10 Server (Information Processing Device) 11 First Terminal 12 Second Terminal 14 Communication Network 21 Processor 22 Memory 23 Communication Interface 24 Storage 25 Bus 31 First Reception Unit 32 Second Reception Unit 33 Game Processing Unit 34 Storage Unit 35 Display Control Unit 41 Area Information Storage Unit 42 User Information Storage Unit 43 Input Information Storage Unit 51 First Display Control Unit 52 Second Display Control Unit G1 First Screen G2 Second Screen G3 Object Purchase Screen ic represents an icon (display object)
Claims
1. A first reception unit that receives a movement operation performed by a first user in a game to move an object to be operated on the field; A second reception unit that receives an input operation performed by a second user who plays the game jointly with the first user and assists the first user to input an input object on the field; A display control unit that controls the first terminal of the first user to display a first screen that reflects a part corresponding to the movement operation in the field, and has: When the arrangement position of the input object determined according to the input operation is outside the part reflected on the first screen in the field, the display control unit controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the arrangement position on the first screen. An information processing apparatus.
2. Having a game processing unit that advances the game; When a plurality of users play the game jointly, the game processing unit starts the joint play of the game when the number of the first users is equal to or more than a predetermined minimum required number and the number of the second users is an arbitrary number. The information processing apparatus according to claim 1.
3. Having a game processing unit that advances the game; When the object to be operated receives an action from a specific object on the field, the game processing unit changes a parameter value set for the first user, The information processing apparatus according to claim 1 or 2, wherein the parameter value that changes by receiving the action is not set for the second user.
4. Having a game processing unit that advances the game; When the object to be operated reaches the arrangement position, the game processing unit gives an effect corresponding to the type of the input object arranged at the arrangement position to the first user who operates the object to be operated that has reached the arrangement position, The information processing apparatus according to any one of claims 1 to 3, wherein the game processing unit does not give the effect to the second user.
5. While the first user and the second user play the game jointly, the second reception unit: The input operation including an operation of selecting the input object from the objects possessed by the second user in the game and an operation of designating the arrangement position in the field; An information processing apparatus according to any one of claims 1 to 4, the apparatus receiving: an acquisition operation in which the second user acquires, by paying a price, an object that cannot be selected as the input object due to insufficient quantity held.
6. The information processing apparatus according to any one of claims 1 to 5, wherein the display control unit displays the display object in a display mode based on an object existing within a predetermined range from the arrangement position in the field.
7. The information processing apparatus according to any one of claims 1 to 5, wherein when the arrangement position is outside the portion of the first screen reflected in the field, the display control unit switches the display and non-display of the display object based on the distance between the current position of the manipulated object and the arrangement position in the field.
8. When a plurality of the first users and the second user play the game jointly, the second reception unit receives the input operation including an operation in which the second user designates any one of the plurality of first users, and the display control unit displays the display object at a position corresponding to the arrangement position on the first screen at the first terminal of the first user designated by the second user among the plurality of first users. The information processing apparatus according to any one of claims 1 to 7.
9. having a game processing unit that advances the game, when a plurality of the first users and the second user play the game jointly, the game processing unit changes parameter values corresponding to the respective first users according to the progress of the game, and the display control unit displays the display object at a position corresponding to the arrangement position on the first screen at the first terminal of the first user selected based on the parameter value corresponding to the effect of the input object arranged at the arrangement position among the plurality of first users. The information processing apparatus according to any one of claims 1 to 8.
10. when a plurality of the first users and the second user play the game jointly, The display control unit causes the display object to be displayed at a display position corresponding to the arrangement position on the first screen on the first terminal of the first user among the plurality of first users who satisfy a predetermined condition, and notifies information regarding the second user who has input the input object. The information processing apparatus according to any one of claims 1 to 9.
11. The display control unit causes the display object to be displayed at a display position corresponding to the arrangement position on the first screen on the first terminal of the first user among the plurality of first users, in which the manipulated object is within a predetermined range from the arrangement position in the field, and notifies information regarding the second user who has input the input object. The information processing apparatus according to claim 10.
12. The display control unit causes the display object to be displayed at a display position corresponding to the arrangement position on the first screen only for the first terminal of the first user who satisfies the predetermined condition, and notifies information regarding the second user who has input the input object. The information processing apparatus according to claim 10 or 11.
13. The second reception unit receives a post-input operation performed by the second user after the input operation. The display control unit controls the first terminal to change a display mode of the display object according to the number of times the post-input operation has been performed. The information processing apparatus according to any one of claims 1 to 12.
14. When a plurality of the first users and the second user play the game jointly, the display control unit causes information regarding one first user to be displayed together with the display object on the first terminals of the other first users when the manipulated object of one first user among the plurality of first users approaches the input object on the field. The information processing apparatus according to any one of claims 1 to 13.
15. A computer receives a movement operation performed by a first user in a game to move a manipulated object on a field. A computer receives an input operation performed by a second user who plays the game jointly with the first user to assist the first user and inputs an input object on the field. The computer controls the first terminal of the first user to display a first screen that reflects a portion in the field corresponding to the movement operation. An information processing method, wherein when the placement position of the input object determined according to the input operation is outside the portion reflected on the first screen in the field, the computer controls the first terminal to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen. **Claim 16** A computer, receives a movement operation performed by a first user in a game to move an object to be operated on the field; receives an input operation performed by a second user who plays the game jointly with the first user to assist the first user and inputs an input object onto the field; controls the first terminal of the first user to display a first screen that reflects a portion in the field corresponding to the movement operation; A program, wherein when the placement position of the input object determined according to the input operation is outside the portion reflected on the first screen in the field, the first terminal is controlled to display a display object corresponding to the input object at a display position corresponding to the placement position on the first screen.
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