Program and system
The game system enhances multiplayer interactions by adjusting participation ranges based on event difficulty and time zone, using GPS to track user positions, ensuring efficient and synchronized gameplay across multiple terminals.
Patent Information
- Application Number
- JP2025065117
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-07-04
AI Technical Summary
Existing game systems face challenges in enabling smooth multiplayer interactions between users due to difficulties in establishing appropriate relationships based on location and time zone, leading to inefficiencies in participating in events.
A game system that adjusts the range for multiplayer participation based on event difficulty level and time zone, using GPS to track user positions, and facilitates real-time synchronization of user operations across multiple terminals.
Enables seamless multiplayer experiences by efficiently matching users and reducing waiting times for event participation, allowing for synchronized gameplay across different locations and time zones.
Smart Images

Figure 2025100969000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] In recent years, a game system that enables a user to play a game that utilizes position information indicating the position of the user (hereinafter referred to as a position information game) is known.
[0003] According to such a game system, a user can play a game so as to participate in various events occurring at various locations (positions) by, for example, moving in the real space (that is, changing the position of the user in the real space).
[0004] By the way, in the above-described position information game, for example, it is considered to participate in an event by constructing a predetermined relationship with another user, but it may be difficult to construct an appropriate relationship with the other user.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] Therefore, an object of the present invention is to provide a program and a system that enable multi-play with other users.
Means for Solving the Problems
[0007] According to one aspect of the present invention, there is provided a program for causing a computer to function as means for changing the range in which a plurality of users can participate in an event according to the difficulty level of the event or the time zone in which the event occurs when the plurality of users can participate in the same or similar events to perform multiplayer play.
Advantages of the Invention
[0008] The present invention enables multiplayer play with other users.
Brief Description of the Drawings
[0009]
Figure 1
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Figure 12
Modes for Carrying Out the Invention
[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. (First Embodiment) FIG. 1 shows an example of the configuration of a game system according to the first embodiment. The game system 1 shown in FIG. 1 is configured to enable a user to play a game online, for example, and includes a plurality of user terminals 10 and a server device 20.
[0011] Each of the plurality of user terminals 10 is, for example, a portable electronic device used by a user. In the present embodiment, it is assumed that each of the plurality of user terminals 10 is, for example, a smartphone, but the user terminal 10 may be another portable electronic device such as a tablet terminal.
[0012] The server device 20 is communicably connected to the plurality of user terminals 10 via a network 30 such as the Internet.
[0013] FIG. 2 shows an example of the hardware configuration of the user terminal 10 shown in FIG. 1. Here, with reference to FIG. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.
[0014] As shown in FIG. 2, the user terminal 10 includes a non-volatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
[0015] The non-volatile memory 11 stores various programs. The various programs stored in the non-volatile memory 11 include, for example, an operating system (OS) and various application programs operating on the user terminal 10.
[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes various programs stored in the non-volatile memory 11, for example. The CPU 12 may be a single processor or may be composed of a plurality of processors. Note that the various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 into the main memory 13 and executed by the CPU 12. Among the programs (application programs) executed by the CPU 12, there is included a game program 13A for operating as a user terminal in the game system 1.
[0017] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20 or the like).
[0018] The display 15 is a display device for displaying various screens related to a game played by a user, for example.
[0019] The touch panel 16 is an input device for detecting the position where a user's fingertip or the like has touched, and is disposed, for example, so as to overlap the front surface of the display 15.
[0020] The display 15 and the touch panel 16 constitute a touch screen display, and various operations of the user with respect to the screen can be detected (accepted) by the touch screen display.
[0021] FIG. 3 shows an example of the hardware configuration of the server device 20 shown in FIG. 1. As shown in FIG. 3, the server device 20 includes a non-volatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.
[0022] The non-volatile memory 21 stores various programs. The various programs stored in the non-volatile memory 21 include, for example, an operating system (OS) and various application programs operating on the server device 20.
[0023] The CPU 22 is a processor for controlling the operations of various components within the server device 20, and executes various programs stored in the non-volatile memory 21, for example. The CPU 22 may be a single processor or may be composed of a plurality of processors. Note that the various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22. Among the programs (application programs) executed by the CPU 22, there is included a game program 23A for operating as a server device in the game system 1.
[0024] The wireless communication device 24 is a device for executing wireless communication with external devices (for example, a plurality of user terminals 10, etc.).
[0025] Hereinafter, the functional configuration of the game system 1 according to the present embodiment will be described. The game system 1 according to the present embodiment has a function of enabling a user to play a game by, for example, the cooperation of a plurality of user terminals 10 and the server device 20.
[0026] Here, an outline of the game that can be played by the user in the present embodiment will be described. The game system 1 according to the present embodiment is assumed to provide a game play environment in which a location information game using, for example, location information indicating the location of the user can be played. In the location information game, the user can participate in events occurring at various locations by, for example, moving in the real space and moving in the virtual space related to the information on the movement in the real space. Note that in the present embodiment, the event is assumed to be, for example, an event in which the user battles with an enemy character (hereinafter referred to as a battle event), but other types of events (including quests, item acquisition, etc.) may also be possible.
[0027] Incidentally, in the above-described location information game, it is possible to perform multiplayer play by a plurality of users participating in the same event. Multiplayer play means that a plurality of users play the game in cooperation. Multiplayer play can be performed, for example, when users at the same location are matched and a predetermined relationship can be established between the users.
[0028] However, a user who has reached the location where the event occurs (hereinafter referred to as the event occurrence location) has to wait until a predetermined relationship with other users is established, and may not be able to smoothly participate in the event.
[0029] Therefore, in the game system 1 according to the present embodiment, a useful mechanism for establishing a predetermined relationship with other users described above is provided.
[0030] FIG. 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes a display processing unit 101, a control unit 102, an operation reception unit 103, and a storage unit 104.
[0031] Note that the display processing unit 101, the control unit 102, and the operation reception unit 103 shown in FIG. 4 are functional units realized by, for example, a CPU 12 (computer of the user terminal 10) provided in the user terminal 10 executing the above-described game program 13A (that is, software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be pre-stored in a computer-readable storage medium and distributed.
[0032] Also, the storage unit 104 shown in FIG. 4 is realized by the non-volatile memory 11 shown in FIG. 2 or other storage devices (not shown), etc.
[0033] The display processing unit 101 displays, on the display 15, a screen (hereinafter referred to as a map screen) including a map of the real space where the user using the user terminal 10, for example, moves. In the map screen displayed by the display processing unit 101, for example, the character of the user (the character used by the user in the game) is arranged at the position of the user, and an object indicating the occurrence of the event that the user can participate in is arranged at the occurrence position of the event. Note that the occurrence position of the event may be restricted by the time of occurrence or may move and be displaced. As an example of the displacement of the occurrence position, it may be either one that moves and is displaced in real time or one that moves and is displaced at regular time intervals.
[0034] Note that the position information indicating the position of the user in the present embodiment is acquired by using, for example, the GPS (Global Positioning System) mounted on the user terminal 10. However, the display processing unit 101 updates the position (location) of the character of the user arranged on the map screen based on the position of the user that changes according to the movement of the user.
[0035] Here, in the location information game in the present embodiment, when the user moves to the occurrence position of the event (that is, the character of the user arranged on the map screen displayed by the display processing unit 101 moves to the position of the object), the user can participate in the event.
[0036] The control unit 102 executes control to allow the user to participate in the event and to progress the event in which the user has participated, based on the above-described position of the user and the occurrence position of the event.
[0037] The operation reception unit 103 receives a user's operation (instruction) for playing a location information game. As described above, when the user terminal 10 is a smartphone, the operations received by the operation reception unit 103 include operations of bringing a fingertip into contact with the touch panel 16 (touch screen display) provided in the user terminal 10 (for example, tap operation, drag operation, flick operation, swipe operation, etc.).
[0038] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play a location information game. However, the game data is common data (information) among the accounts and is referred to when executing the above-described game program 13A. Specifically, the game data includes, for example, data for defining a game play environment and setting data related to the location information game. On the other hand, the user data is data related to the user managed for each user's account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (that is, user data related to the user using the user terminal 10) includes, for example, data indicating the game progress of the user in the location information game and various points and items acquired by the user in the location information game.
[0039] FIG. 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.
[0040] Note that the storage unit 201 shown in FIG. 5 is realized by the non-volatile memory 21 shown in FIG. 3 or other storage devices (not shown).
[0041] In addition, the data management unit 202 and the control unit 203 shown in FIG. 5 are functional units realized by, for example, a CPU 22 (computer of the server device 20) provided in the server device 20 executing the game program 23A described above (that is, software). This game program 23A may be downloaded to the server device 20 via, for example, the network 30, or may be stored in advance in a computer-readable storage medium and distributed.
[0042] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the user terminal 10 described above. In addition, the storage unit 201 stores user data for each user (that is, a user for whom an account has been issued) registered in advance in the game system 1 (server device 20).
[0043] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as addition, update, and deletion of game data and user data.
[0044] Note that the game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to each of the plurality of user terminals 10 and stored in the storage unit 104 included in the user terminal 10. In this case, the game data is transmitted to the plurality of user terminals 10 in common, but the user data is transmitted only to the user terminal 10 used by the user corresponding to the user data.
[0045] Here, the data management unit 202 has been described as managing game data and user data, but the data management unit 202 is assumed to further manage the position (position information indicating the position) of each of the plurality of users playing the location-based game. In addition, the data management unit 202 further manages the occurrence position of the event described above.
[0046] The control unit 203 executes various processes for providing a game play environment for playing a location information game (that is, realizing the play of a location information game by a user). Specifically, the control unit 203 executes, for example, at least a part of processes for a plurality of users to establish a predetermined relationship.
[0047] In addition, the control unit 203 executes a process for realizing multiplayer play in an event (for example, a battle event) occurring in the above-described location information game.
[0048] Here, assume a case where, for example, user X1 and user X2 play multiplayer. In this case, a game screen for multiplayer play (hereinafter referred to as a multiplayer screen) is displayed on the user terminal 10 used by user X1, and user X1 can play multiplayer with user X2 by operating the character of user X1 on the multiplayer screen. Similarly, a multiplayer screen is also displayed on the user terminal 10 used by user X2, and user X2 can play multiplayer with user X1 by operating the character of user X2 on the multiplayer screen.
[0049] Note that, in order to realize such multiplayer play, the operation of user X2 needs to be reflected on the multiplayer screen displayed on the user terminal 10 used by user X1, and the operation of user X1 needs to be reflected on the multiplayer screen displayed on the user terminal 10 used by user X2.
[0050] Therefore, when user X1 and user X2 play multiplayer as described above, the control unit 203 executes a process of receiving the operation of user X1 from the user terminal 10 used by user X1 and transmitting the operation to the user terminal 10 used by user X2. Similarly, the control unit 203 executes a process of receiving the operation of user X2 from the user terminal 10 used by user X2 and transmitting the operation to the user terminal 10 used by user X1.
[0051] According to this, control for advancing multiplayer play based on the operations of users X1 and X2 is executed on both user terminals 10 used by users X1 and X2, and a multiplayer screen reflecting the operations of both users X1 and X2 can be displayed on both user terminals 10 used by users X1 and X2. In other words, in the game system 1 according to the present embodiment, the play content of the game caused by the operation of user X2 is reproduced (synchronized) on the multiplayer screen of the user terminal 10 used by user X1, and the play content of the game caused by the operation of user X1 is reproduced (synchronized) on the multiplayer screen of the user terminal 10 used by user X2, thereby realizing real-time multiplayer play using each of the user terminals 10 of users X1 and X2.
[0052] Note that the game system 1 according to the present embodiment provides a game play environment for a user to play a location information game, and this "provision of a game play environment" is realized by a game program operating in the game system 1 (that is, the game program 13A executed on the plurality of user terminals 10 described above and the game program 23A executed on the server device 20). However, the game program according to the present embodiment may be a part of the game programs 13A and 23A described above.
[0053] Also, in the game system 1 according to the present embodiment, for example, the server device 20 may have at least a part of the functions of the plurality of user terminals 10, or the plurality of user terminals 10 may have at least a part of the functions of the server device 20. Furthermore, the game system 1 may include other devices other than the plurality of user terminals 10 and the server device 20. That is, the game program (game programs 13A and 23A) according to the present embodiment can be executed on the plurality of user terminals 10, the server device 20, or other devices.
[0054] Hereinafter, with reference to the flowchart of FIG. 6, an example of the processing procedure of the game system 1 according to the present embodiment will be described.
[0055] In the location information game according to the present embodiment, a plurality of users can play multiplayer in an event. However, in order to perform such multiplayer, as described above, it is necessary to match the plurality of users to establish a predetermined relationship. Therefore, the game system 1 according to the present embodiment operates to assist in establishing a predetermined relationship among a plurality of users, for example, when playing multiplayer in an event, based on the positions of the users and the occurrence position of the event.
[0056] Here, assume a case where a user (hereinafter referred to as the first user) who uses one of the plurality of user terminals 10 (hereinafter referred to as the first user terminal 10) plays a location information game.
[0057] In this case, the game program 13A is launched on the first user terminal 10, and a map screen including a map of the real space is displayed on the display 15 provided in the first user terminal 10. As described above, on the map screen thus displayed on the first user terminal 10, the character of the first user is arranged at the position of the first user, and an object indicating the event is arranged at the occurrence position of the event in which the first user can participate.
[0058] When the first user who plays the location information game participates in an event, the first user moves in the real space while confirming the position where the character of the first user is arranged and the position of the object on the map screen.
[0059] The game system 1 acquires the position of the first user moving in the real space as described above (step S1).
[0060] Note that the position (position information indicating) of the first user can be obtained by using, for example, the GPS installed in the first user terminal 10, but it may also be obtained by other methods.
[0061] The position of the character of the first user arranged on the map screen displayed on the first user terminal 10 is updated based on the position of the first user obtained in step S1.
[0062] When the process of step S1 is executed, the game system 1 acquires, for example, the occurrence position of an event managed in the server device 20 (data management unit 202) (step S2). Note that when a plurality of events are occurring in the position information game, in step S2, for example, the occurrence position of an event in the vicinity of the position of the first user obtained in step S1 is acquired.
[0063] Next, the game system 1 determines whether or not the position of the first user obtained in step S1 satisfies a first condition with respect to the occurrence position of the event obtained in step S2 (step S3). Note that the first condition is assumed to be predetermined in the game system 1, for example. Specific examples of the first condition will be described later.
[0064] If it is determined that the first condition is not satisfied (NO in step S3), the process returns to step S1 and the process is repeated.
[0065] Here, when another user different from the first user is playing the position information game, for example, in the server device 20 (data management unit 202), the position of the other user is managed.
[0066] Therefore, when it is determined that the first condition is satisfied (YES in step S3), the game system 1 acquires the positions of other users managed in the server device 20 and searches for a user (hereinafter referred to as the second user) who is at a position that satisfies the second condition (step S4). Note that the second condition is assumed to be predefined in the game system 1, for example. Specific examples of the second condition will be described later.
[0067] When the process of step S4 is executed, the game system 1 notifies the second user searched in step S4 of a notification for constructing a relationship with the first user (step S5). Note that the notification in step S5 is performed via, for example, the user terminal 10 used by the second user (hereinafter referred to as the second user terminal 10), and includes, for example, a notification (hereinafter referred to as an event participation notification) that encourages the second user to participate in an event with the first user and perform multiplayer in the event.
[0068] Here, it has been described that the second user is searched in step S4. However, if the second user is not searched in step S2, the process returns to step S1 and is repeated.
[0069] In addition, in FIG. 6, it is assumed that the processes of steps S1 to S5 are mainly executed by the server device 20 (control unit 203). However, at least a part of the processes of steps S1 to S5 may be executed on the user terminal 10 side (for example, the control unit 102 or the like). In other words, the process shown in FIG. 6 only needs to be a process executed by at least the entire game system 1.
[0070] Hereinafter, the operation of the game system 1 according to the present embodiment will be specifically described. FIG. 7 shows an example of a map screen 400 displayed on the first user terminal 10. Although schematically shown in FIG. 7, on the map screen 400, a character 10a of the first user and an object 20a indicating an event are arranged.
[0071] Here, assume a case where the map screen 400 shown in FIG. 7 is updated to the map screen 400 shown in FIG. 8 when the first user moves in the real space. In this case, the game system 1 determines whether the position of the character 10a of the first user (that is, the position of the first user) satisfies a first condition with respect to the position of the object 20a (that is, the occurrence position of the event).
[0072] In this embodiment, the first condition includes, for example, that the position of the character 10a of the first user and the position of the object 20a are in a predetermined positional relationship (hereinafter referred to as the first positional relationship). Specifically, as shown in FIG. 8 for example, when the character 10a of the first user is within a predetermined range 20b from the object 20a, the game system 1 determines that the position of the character 10a of the first user and the position of the object 20a are in the first positional relationship (that is, satisfy the first condition). On the other hand, when the character 10a of the first user is not within the predetermined range 20b from the object 20a, the game system 1 determines that the position of the character 10a of the first user and the position of the object 20a are not in the first positional relationship (that is, do not satisfy the first condition). The predetermined range 20b in the example shown in FIG. 8 is a circular range centered on the object 20a (its position) and is assumed to be predetermined in the game system 1 (such as the server device 20, etc.).
[0073] Next, the game system 1 searches for a second user who is at a position satisfying the second condition. In this embodiment, the second condition includes, for example, that the position of the second user and the position of the object 20a are in a predetermined positional relationship (hereinafter referred to as the second positional relationship).
[0074] Here, FIG. 9 shows an example of a map screen 500 displayed on a second user terminal 10 used by a second user. According to the example shown in FIG. 9, the character 10b of the second user is within a predetermined range 20c from the object 20a. In this case, the game system 1 searches for a second user who is in a second positional relationship with the position of the object 20a (that is, satisfies the second condition). Note that the predetermined range 20c in the example shown in FIG. 9 is a circular range wider than the range 20b shown in FIG. 8 centered on the object 20a (its position), and is assumed to be predetermined in the game system 1 (such as the server device 20).
[0075] Here, although the range 20b shown in FIG. 8 and the range 20c shown in FIG. 9 have been described as circular ranges, the shape and size of the range may be changed as appropriate. Also, although the range 20c shown in FIG. 9 has been described as a range centered on the object 20a (the position where the event occurs), instead of the range 20c, a range 10c centered on, for example, the character 10a of the first user (the position of the first user) as shown in FIG. 10 may be used to search for the second user.
[0076] When a second user who is in a position satisfying the second condition as described above is searched, the game system 1 issues an event participation notice to the second user via, for example, the second user terminal 10. Note that when the event participation notice is issued, the second user may be forced to participate in the event, or an option to participate in the event or not may be displayed on the second user terminal 10.
[0077] As described above, in the present embodiment, when the position of the first user satisfies the first condition with respect to the event occurrence position (the position where the event occurs) where the first user can participate, the game system 1 searches for a second user who is in a position satisfying the second condition, and issues a notice for constructing a relationship with the first user to the searched second user.
[0078] In addition, in the present embodiment, the first condition includes that the position of the first user and the event occurrence position are in a predetermined first positional relationship, and the second condition includes that the position of the second user and the event occurrence position are in a predetermined second positional relationship.
[0079] In the present embodiment, with the above-described configuration, it becomes possible to easily establish a predetermined relationship with other users.
[0080] Specifically, in the present embodiment, for example, when the first user (character) is within a predetermined range from the event occurrence position (the position of the object indicating the event), a second user within a predetermined range from the event occurrence position (or the position of the first user) is searched for, and an event participation notification (a notification prompting the second user to participate in the event and play multiplayer with the first user) can be sent to the second user. Therefore, the first user can smoothly participate in the event and play multiplayer with the second user in the vicinity of the event occurrence position (that is, reduce the waiting time for playing multiplayer).
[0081] Also, in the present embodiment, by using not only the position of the user but also the event occurrence position, it becomes possible to search for a second user who is presumed to have a high possibility of participating in the event (playing multiplayer) (that is, avoid sending notifications to users who do not intend to participate in the event).
[0082] Note that although the position of the first user, the position of the second user, and the event occurrence position described in the present embodiment are assumed to be positions in the real space or virtual space positions related to the positions in the real space, the position of the first user, the position of the second user, and the event occurrence position may be represented by absolute position coordinates using latitude and longitude, or may be represented by relative position coordinates based on a predetermined position. Further, the position of the first user, the position of the second user, and the event occurrence position may be positions defined on a map (map) based on, for example, the Mercator projection method or the Mollweide projection method, or may be positions based on other coordinate systems.
[0083] In addition, in the present embodiment, it is assumed that the positions of the first and second users are acquired using, for example, GPS. However, the positions of the first and second users may be positions specified with reference to a predetermined building or object, or may be positions detected by various sensors (such as an infrared sensor or LiDAR). Furthermore, the positions of the first and second users may be positions specified based on the communication range, communication strength of the first user terminal 10 and the second user terminal 10, or the position of a base station connected to the first user terminal 10 and the second user terminal 10, etc.
[0084] Also, the position of the first user, the position of the second user, and the occurrence position of the event in the present embodiment may be information regarding the displacement of the position coordinates in the virtual space that realizes the game or the metaverse. Note that the virtual space in this case may be constructed across, for example, a plurality of games or metaverses.
[0085] Furthermore, in the present embodiment, for example, it has been described that the second user who is in the second positional relationship with the occurrence position of the event or the position of the first user (that is, within a predetermined range based on the occurrence position of the event or the position of the first user) is searched. However, the present embodiment may have a configuration that searches for a second user who is likely to participate in the event together with the first user. Specifically, in a location information game, the same (or similar) events may occur at various locations. Even a user who is far from the first user (that is, even if the locations are different), if the user is near the position where the same event occurs, it can be said that the user is likely to participate in the event. That is, in the present embodiment, when the position of the first user and the occurrence position of the event are in the first positional relationship, a second user who is in the second positional relationship with another position where the same (or similar) event occurs may be searched. That is, in the present embodiment, for example, when the first user approaches the occurrence position of a predetermined event (that is, when the character of the first user performs an operation on a predetermined object), a configuration may be adopted in which the second user at a predetermined position is made to participate in the event associated with the object. According to such a configuration, for example, even in a situation where there are no other users around the first user, it is possible to notify a second user who is likely to participate in the event together with the first user.
[0086] Furthermore, in the present embodiment, the second condition for searching for the second user has been described as including the condition that the position of the second user and the occurrence position of the event, etc. are in the second positional relationship. However, from the perspective of searching for a second user who is likely to participate in the event described above, the second user may have other conditions for searching (hereinafter referred to as the third condition).
[0087] Specifically, the third condition may include, for example, that the moving direction of the second user obtained based on the change in the position of the second user is similar to the moving direction of the first user obtained based on the change in the position of the first user. According to such a third condition, for example, it becomes possible to search for a second user who moves toward the event occurrence position in the same manner as the first user. Note that the third condition may include that the moving direction of the second user is a direction approaching the position of the first user or the event occurrence position. Note that a user who has exceeded the event occurrence position during the search for and identification of the second user may be excluded from the notification target. Of course, also, since there is a possibility of coming back because the user was in the vicinity, there may be a setting to keep the user as the notification target.
[0088] Also, the third condition may include, for example, that the moving speed of the second user obtained based on the change in the position of the second user is less than a predetermined value. According to such a third condition, for example, it becomes possible to avoid notifying a user who is passing by in a hurry near the event (that is, a user with a low possibility of participating in the event). Note that the moving speed of the second user may be obtained using, for example, an acceleration sensor or the like mounted on the second user terminal 10.
[0089] Furthermore, when it is possible to set a mode in which operations during an event, such as a mode called an automatic response mode, are automatically performed in a location information game, for example, the third condition may include that the second user is not a user who participates in the event in a predetermined mode such as the automatic response mode. When the automatic response mode is set, there is a possibility that appropriate operations may not be performed during the event. Therefore, according to such a third condition, it becomes possible to avoid notifying a user who participates in the event in the automatic response mode.
[0090] Also, in the present embodiment, it has been described that the second user having a second positional relationship with the event occurrence position or the like is searched, but the second positional relationship may be dynamically changed.
[0091] Specifically, the second positional relationship may be changed based on, for example, the density of other users around the position of the first user or the occurrence position of an event. According to such a configuration, for example, in a place where the density of other users is high, such as an urban area, the range for searching for the second user can be narrowed, and in a place where the density of other users is low, such as a non-urban area, the range for searching for the second user can be widened. Note that the density of other users is calculated based on the positions of a plurality of users managed by the server device 20 (data management unit 202).
[0092] Further, the second positional relationship may be changed according to the environment around the position of the first user or the occurrence position of an event. According to such a configuration, for example, by limiting the search range according to the terrain or the like, it is possible to reduce the processing load of the game system 1.
[0093] Furthermore, the second positional relationship may be changed according to, for example, the content of the event (e.g., difficulty level, etc.). Also, the second positional relationship (i.e., the range for searching for the second user) may be changed according to, for example, the time zone.
[0094] Note that in this embodiment, it has been described that an event participation notification is sent to the second user, but the event participation notification may be, for example, a notification instructing the second user to compulsorily participate in the event, or a notification allowing the second user to select whether to participate in the event.
[0095] Also, the notification sent to the second user in this embodiment may be other than the above-described event participation notification (i.e., a notification regarding the event). Specifically, the notification sent to the second user may be a notification indicating that the first user has applied for friendship (a predetermined relationship) with the second user (hereinafter referred to as a friend application notification), or a notification indicating that the first user has followed the second user (hereinafter referred to as a follow completion notification).
[0096] Here, although the friend application notice and the follow-up completion notice were described as examples of notices other than the event participation notice, the notice sent to the second user in the present embodiment may be, for example, a notice regarding the first user or an event or the like.
[0097] By the way, according to the above-described event participation notice, the first and second users can participate in the event and perform multiplayer (that is, create a party in the event). However, the relationship of the party is terminated when the event (multiplayer) ends and the distance between the first and second users (or the distance between the first or second user and the event occurrence position) becomes equal to or greater than a predetermined value (that is, when the first or second condition is no longer satisfied).
[0098] Also, depending on the type of event, it is conceivable that conditions are set such that, for example, users who are not registered as friends cannot participate in the event and perform multiplayer. In this case, when the first and second users are registered as friends with each other in response to the above-described friend application notice (that is, a friend relationship between the first and second users is established), the first and second users can perform multiplayer in the event. However, such a friend relationship between the first and second users may be terminated when the event (multiplayer) ends and the distance between the first and second users (or the distance between the first or second user and the event occurrence position) becomes equal to or greater than a predetermined value as described above. Generally, an upper limit is set for the number of other users who can be registered as friends (the number of friend registrations). According to such a configuration, the friends temporarily registered to participate in the event as described above can be automatically removed, and a situation where there is a shortage of available friends can be avoided.
[0099] Even if the event has ended, if the distances between the first and second users described above do not exceed a predetermined value (that is, the state satisfying the first and second conditions is maintained), the relationship between the first and second users described above may not be released, and the user may be allowed to participate in the event again.
[0100] Furthermore, assuming that the event in this embodiment is a battle event, the battle (conducted in the battle event) may start with the characters of the first and second users arranged in the game space where the battle is conducted. In this case, it is conceivable that the character of the first user is arranged in the game space according to the position of the first user, and the character of the second user is arranged in the game space according to the position of the second user. However, in this embodiment, for example, it is assumed that the second user is at a position relatively far from the event occurrence position compared to the first user. Therefore, at the start of the event, the second user may have difficulty participating in the battle. For this reason, when the event starts as described above, the character of the first user is arranged according to the position of the first user, but the character of the second user may be arranged according to a position different from the position of the second user (for example, a position closer to the event occurrence position than the position of the second user). According to such a configuration, even a second user who is at a position relatively far from the event occurrence position can smoothly progress the event (for example, participate in the battle event). Note that the arrangement of the second user may be determined (changed) according to, for example, the parameters of the character of the first user or the parameters of the character of the second user. Furthermore, the arrangement of the character of the first user may be changed.
[0101] Here, in this embodiment, it has been described that the second user located at a position satisfying the second condition is searched. However, for example, when there are many users around the position of the first user or the occurrence position of an event, multiple second users may be searched. When multiple second users are searched when performing the friend application notification described above in this embodiment, for example, the second user to be notified among the multiple second users may be determined according to the number of friend registrations, and a configuration may be adopted in which the notification is preferentially sent to the determined second user. According to this, for example, since it is possible to preferentially send a friend application notification to a second user with a small number of friend registrations (that is, a lot of free space for friends), it is possible to reduce the possibility that the friend application is rejected due to the number of friend registrations reaching the upper limit or the like. Note that the number of friend registrations may be managed, for example, in the above-described user data or the like.
[0102] Also, in this embodiment, for example, according to the content of the event, a configuration may be adopted in which it is determined whether to notify the second user (hereinafter referred to as on or off of the notification). Specifically, for example, when the difficulty level of the event preset in game data or the like is low and the first user does not need to perform multiplayer, it can be determined that the notification is turned off. Also, for example, it may be determined to turn off the notification in the case of a preset specific type of event.
[0103] Furthermore, for example, based on the user data regarding the second user searched as described above, it may be determined whether the notification is on or off. Specifically, for example, when the level (strength) of the second user is higher than that of the first user, it may be determined that the notification is turned on. Note that it is also possible to determine that the notification is turned on when the level of the second user is lower than that of the first user, and it is also possible to determine that the notification is turned on when the level of the second user is about the same as that of the first user.
[0104] Also, turning the above-mentioned notification on or off can be set by, for example, the first user. In this case, for example, it may be configured to present (display on the first user terminal 10) the number of other users around the position of the first user or the occurrence position of the event to the first user. According to such a configuration, the first user can determine whether to turn the notification on or off according to the number of other users.
[0105] Here, although it has been described that the notification is determined to be on or off mainly based on the perspective of the first user, for example, the notification (receiving) for the second user may be controlled based on the perspective of the second user.
[0106] Specifically, the notification for the second user may be controlled according to, for example, whether the second user has participated in past events. According to such a configuration, for example, if the second user has already participated in an event (has cleared the event), the second user (the second user terminal 10) can be made not to receive (that is, reject) the notification.
[0107] Also, the notification for the second user may be controlled according to whether the reward obtained by participating in the event has been registered by the second user. According to such a configuration, it becomes possible for the second user to receive the notification only when a pre-registered reward is obtained.
[0108] Furthermore, the notification for the second user may be controlled according to, for example, whether the second user has been notified in the past. According to such a configuration, it becomes possible not to receive a second notification for a second user who has already received the notification.
[0109] The presence or absence of the second user's participation in past events, the rewards registered by the second user, and the history of notifications to the second user for controlling the above-mentioned notifications to the second user may be managed, for example, in the user data related to the second user.
[0110] In the location information game, it is assumed that the user can participate in an event by consuming, for example, the value (such as a ticket, points, or coins) given to the user. In this case, the game system 1 may be configured to permit the first user to participate in the event by consuming the first value of the first user, and permit the second user to participate in the event by consuming the second value of the second user. Note that the second value consumed by the second user to participate in the event is different from the first value consumed by the first user to participate in the event. According to such a configuration, for example, instead of the second user participating in the event in response to the above-described event participation notification, it is possible to reduce the value consumed by the second user to participate in the event (that is, reduce the burden on the second user to participate in the event). Here, it is assumed that the second value consumed by the second user is lower than the first value consumed by the first user, but it is also possible to make the first value consumed by the first user lower than the second value consumed by the second user.
[0111] Similarly, in a location-based game, a user can obtain a reward according to their participation in an event (for example, clearing the event). In this case, the game system 1 may be configured to grant a first reward to the first user according to the first user's participation in the event, and grant a second reward to the second user according to the second user's participation in the event. Note that the second reward granted to the second user shall be different from the first reward granted to the first user. According to such a configuration, for example, instead of the second user participating in the event in response to the above-mentioned event participation notification, it is possible to increase the reward of the second user granted according to the participation in the event. Here, it is assumed that the second reward granted to the second user is more than the first reward granted to the first user, but it is also possible to make the first reward granted to the first user more than the second reward granted to the second user. Furthermore, in the first reward and the second reward, the type of the reward (for example, rarity, etc.) may be changed.
[0112] Note that in this embodiment, it has been described that a plurality of users including the first and second users play a location-based game. However, this embodiment is applicable to uses such as notifying for building a relationship with other users who are at a specific location (position) for a common purpose. Specifically, this embodiment may be applied when matching with other users for a predetermined purpose or making a friend request or following in an SNS, etc.
[0113] (Second Embodiment) Next, the second embodiment will be described. This embodiment is different from the above-described first embodiment in that when the position of the first user and the position of the second user are in a predetermined positional relationship in a location-based game, the item owned by the first user and the item owned by the second user are shared by the first and second users.
[0114] In addition, in the present embodiment, detailed descriptions of the same parts as those in the first embodiment described above are omitted, and mainly the parts different from the first embodiment are described. Also, since the configuration of the game system according to the present embodiment is the same as that of the first embodiment described above, it will be described with reference to FIGS. 1 to 5 as appropriate.
[0115] Hereinafter, with reference to the flowchart of FIG. 11, an example of the processing procedure of the game system 1 according to the present embodiment will be described.
[0116] First, for example, when a first user who uses the first user terminal 10 plays a location-based game, the game program 13A is activated in the first user terminal 10, and a map screen including a map of the real space is displayed on the display 15 provided in the first user terminal 10. In this case, the first user moves in the real space while checking the position where the character of the first user is placed on the map screen.
[0117] When the first user moves in the real space in this way, the game system 1 acquires the position of the first user (step S11). Note that the position of the first user can be acquired using, for example, the GPS mounted on the first user terminal 10 as described in the first embodiment above, but it may be acquired by other methods.
[0118] On the other hand, for example, when a second user who uses the second user terminal 10 plays a location-based game, the game program 13A is activated in the second user terminal 10, and a map screen including a map of the real space is displayed on the display 15 provided in the second user terminal 10. In this case, the second user moves in the real space while checking the position where the character of the second user is placed on the map screen.
[0119] When the second user moves in the real space in this way, the game system 1 acquires the position of the second user (step S12). Note that the position of the second user can be acquired using, for example, the GPS mounted on the second user terminal 10 as described in the first embodiment above, but it may be acquired by other methods.
[0120] Here, in this embodiment, the game system 1 determines whether or not the first user and the second user are in a predetermined positional relationship based on the position of the first user acquired in step S1 and the position of the second user acquired in step S2 (step S3).
[0121] Note that the predetermined positional relationship in this embodiment includes, for example, that the distance between the position of the first user and the position of the second user is equal to or less than a predetermined value. In this case, for example, when the first user moves to point A and the second user also moves to the same point A, it is determined that the first user and the second user are in a predetermined positional relationship.
[0122] When it is determined that the first user and the second user are in a predetermined positional relationship (YES in step S13), the game system 1 sets the first item owned by the first user and the second item owned by the second user as items that can be shared by the first and second users (step S14). Note that the first item owned by the first user is managed, for example, in user data related to the first user, and the second item owned by the second user is managed, for example, in user data related to the second user. The first and second items set in step S14 are shared by the first and second users, for example, in an event (such as a battle event) in which the first and second users participate.
[0123] On the other hand, when it is determined that the first user and the second user are not in a predetermined positional relationship (NO in step S13), the process of step S14 described above is not executed.
[0124] Note that in FIG. 11, it is assumed that the server device 20 (control unit 203) mainly executes the processes of steps S11 to S14. However, at least a part of the processes of steps S11 to S14 may be executed on the user terminal 10 side (for example, the control unit 102 or the like). In other words, the process shown in FIG. 11 only needs to be a process that is executed at least as a whole of the game system 1.
[0125] Here, FIG. 12 shows an example of an item shared by the first and second users as described above.
[0126] In the example shown in FIG. 12, for example, it is shown that the first user owns 10 recovery items X, and the second user owns 8 attack power-up items Y. When the recovery item X owned by the first user and the attack power-up item Y owned by the second user are set in step S14 shown in FIG. 11, the first user can consume (use) the attack power-up item Y, and the second user can consume (use) the recovery item X.
[0127] Also, in the example shown in FIG. 12, for example, it is shown that the first user owns a copper sword and a steel spear, and the second user owns a wooden spear and a copper shield. The copper sword, steel spear, wooden spear, and copper shield are items called equipment items, and can be equipped (used) to strengthen the user's character. It is assumed that the first user is equipped (using) the copper sword, and the second user is equipped (using) the wooden spear. When the copper sword and steel spear owned by the first user and the wooden spear and copper shield owned by the second user are set in step S14 shown in FIG. 11, the first user can equip the copper shield that the second user is not equipped with, and the second user can equip the steel spear that the first user is not equipped with.
[0128] Although the first and second users have been described above with respect to shareable items, in this embodiment, for example, skills such as magic or techniques may be shared by the first and second users.
[0129] In the example shown in FIG. 12, it is shown that the first user (character) has acquired the recovery magic G and the attack magic Z, and the second user (character) has acquired the attack technique C. The recovery magic G can be used by consuming 5 points (hereinafter referred to as skill points) for using the skill, the attack magic Z can be used by consuming 10 skill points, and the attack technique C can be used by consuming 15 skill points. When the recovery magic G and the attack magic Z acquired by the first user and the attack technique C acquired by the second user are set in step S14 shown in FIG. 11, the first user can use the attack technique C, and the second user can use the recovery magic G and the attack magic Z.
[0130] That is, in this embodiment, not only the items owned by the user but also predetermined items related to the user can be shared. The predetermined items related to the user are a concept including skills and the like other than the above-described items, and the predetermined items may include various points that the user can consume.
[0131] As described above, in this embodiment, when it is determined that the first user and the second user are in a predetermined positional relationship, the items (first and second items) owned by the first and second users are shared by the first and second users. In this embodiment, with such a configuration, since an event such as a battle can be advanced by sharing the items owned by the first and second users, it is possible to promote multiplayer (co-op play) with other users (players).
[0132] In addition, the items shared by the first and second users in this embodiment may be all the items owned by the first and second users, or may be a part of the items owned by the first and second users. That is, the items shared by the first and second users may be those obtained by excluding a part of all the items owned by the first and second users. Note that the items excluded from the items shared by the first and second users may be preset in the game system 1, or may be specified by the first and second users.
[0133] Further, in this embodiment, the items shared by the first and second users may be dynamically changed according to, for example, the positional relationship between the first user and the second user described above.
[0134] Specifically, for example, the number of items shared by the first and second users may vary according to, for example, the distance between the position of the first user and the position of the second user. According to such a configuration, for example, the closer the first user and the second user are to each other, the more items can be shared.
[0135] Also, for example, the parameters (strength, level, rarity, etc.) of the items shared by the first and second users may vary according to, for example, the distance between the position of the first user and the position of the second user. According to such a configuration, for example, the closer the first user and the second user are to each other, the more items with high parameters can be shared.
[0136] Furthermore, for example, the number of consumption times (usable times) of the items shared by the first and second users may vary according to, for example, the distance between the position of the first user and the position of the second user. According to such a configuration, for example, the closer the first user and the second user are to each other, the more the number of consumption times of the shared items can be increased.
[0137] In the present embodiment, when the first user and the second user are in a predetermined positional relationship, the items owned by the first and second users are shared by the first and second users. However, the item can be used (consumed) in an event such as the battle event described in the first embodiment above, for example.
[0138] In this case, the predetermined positional relationship in the present embodiment may be the positional relationship among the first user, the second user, and the event. Further, the items shared by the first and second users may be dynamically changed according to, for example, the event (type) in which the first and second users participate.
[0139] Furthermore, for example, if the first user consumes an item owned by the second user in an event, the consumption of the item by the first user may be configured to be invalid after the end of the event. Specifically, for example, when the first user consumes 3 out of 8 attack power-up items Y owned by the second user shown in FIG. 12 in the event and the second user consumes 5 in the event, the number of attack power-up items Y owned by the second user after the end of the event can be 3 (that is, the consumption of 3 attack power-up items Y by the first user is invalidated).
[0140] Similarly, for example, if the second user consumes an item owned by the first user in an event, the consumption of the item by the second user may be configured to be invalid after the end of the event. For example, when the second user consumes 7 out of 10 recovery items X owned by the first user shown in FIG. 12 in the event and the first user consumes 3 in the event, the number of recovery items X owned by the first user after the end of the event can be 7 (that is, the consumption of 7 recovery items X by the second user is invalidated).
[0141] Also, for example, if an item (equipment) owned by the second user is equipped by the character of the first user in an event, the equipment of the character of the first user in the event may be configured to return to the equipment before participating in the event after the event ends. For example, when the copper shield owned by the second user shown in FIG. 12 is equipped by the character of the first user in the event, the copper shield equipped by the character of the first user can be removed after the event ends (that is, the copper shield is returned to the second user).
[0142] Similarly, for example, if an item (equipment) owned by the first user is equipped by the character of the second user in an event, the equipment of the character of the second user in the event may be configured to return to the equipment before participating in the event after the event ends. For example, when the steel spear owned by the first user shown in FIG. 12 is equipped by the character of the second user in the event, the steel spear equipped by the character of the second user can be removed after the event ends (that is, the steel spear is returned to the first user). In this case, the character of the second user is equipped with a wooden spear owned by the second user (that is, returned to the equipment before participating in the event).
[0143] Note that this embodiment may be realized as a configuration combined with at least a part of the above-described first embodiment. Also, a part of this embodiment may be combined with the above-described first embodiment.
[0144] Note that the present invention is not limited to the above embodiments as they are, and at the implementation stage, the components can be deformed and embodied without departing from the gist. Also, various inventions can be formed by appropriately combining a plurality of components disclosed in the above embodiments. For example, some components may be deleted from all the components shown in the embodiments. Further, components from different embodiments may be appropriately combined.
[0145] Hereinafter, the content of the present disclosure is appended. <1> Cause a computer to searching means for searching for a second user who is at a position satisfying a second condition when a position of a first user satisfies a first condition with respect to a position where an event in which the first user can participate occurs; notification means for notifying the second user to establish a relationship with the first user function as a program. <2> The program according to <1>, wherein the position of the first user, the position where the event occurs, and the position of the second user include a position in the real space or a position in the virtual space. <3> The program according to <1>, wherein the first condition includes that the position of the first user and the position where the event occurs are in a predetermined first positional relationship. <4> The program according to <1>, wherein the second condition includes that the position of the second user and the position of the first user, the position where the event occurs, or another position where an event identical to the event occurs are in a predetermined second positional relationship. <5> The program according to <4>, further having a third condition for searching for the second user, wherein the third condition includes that a moving direction of the second user is similar to a moving direction of the first user. <6> The program according to <1>, further having a third condition for searching for the second user, wherein the third condition includes that a moving direction of the second user is a direction approaching the position of the first user or the position where the event occurs. <7> The program according to <1>, further having a third condition for searching for the second user, wherein the third condition includes that a moving speed of the second user is less than a predetermined value. <8> The program according to <1>, further having a third condition for searching for the second user, wherein the third condition includes that the second user is not a user who participates in the event in a predetermined mode. <9> The program according to <4>, wherein the second positional relationship is changed based on the density of other users around the position of the first user or the position where the event occurs. <10> The program according to <4>, wherein the second positional relationship is changed according to the environment around the position of the first user or the position where the event occurs. <11> The program according to <4>, wherein the second positional relationship is changed according to the content of the event. <12> The program according to <1>, wherein the notification means sends a notification that allows the second user to select whether to participate in the event. <13> The program according to <1>, wherein the notification means sends a notification regarding the first user or the event. <14> The program according to <1>, wherein the relationship with the first user is released when the first condition or the second condition is no longer satisfied after a notification for constructing the relationship with the first user has been sent. <15> When the first and second users participate in an event, the event starts with the characters of the first user and the second user arranged in the game space. The character of the first user is arranged according to the position of the first user. The character of the second user is arranged according to a position different from the position of the second user. The program according to <1>. <16> The program according to <1>, wherein when a plurality of second users are searched by the search means, the notification means determines the second user to whom the notification is to be sent among the plurality of second users according to the number of other users that each of the plurality of second users can register as having a predetermined relationship. <17> The program according to <1>, wherein the notification means determines whether to send the notification according to the content of the event. <18> The program according to <1>, wherein the notification means determines whether to perform the notification based on user data regarding the second user. <19> The program according to <1>, wherein the computer is further caused to function as presenting means for presenting the first user with the number of other users around the position of the first user or the position where the event occurs. <20> The program according to <1>, wherein the notification to the second user is controlled according to whether or not the second user has participated in the past event. <21> The program according to <1>, wherein the notification to the second user is controlled according to whether or not a reward obtained by participating in the event has been registered by the second user. <22> The program according to <1>, wherein the notification to the second user is controlled according to whether or not the notification has been performed on the second user in the past. <23> The computer functions as control means for permitting the first user to participate in the event by consuming a first value given to the first user, and permitting the second user to participate in the event by consuming a second value given to the second user. The second value is different from the first value. The program according to <1>. <24> The computer functions as control means for giving a first reward to the first user in response to the first user's participation in the event, and giving a second reward to the second user in response to the second user's participation in the event. The second reward is different from the first reward. The program according to <1>. <25> Search means for searching for a second user who is at a position that satisfies a second condition when the position of the first user satisfies a first condition with respect to a position where an event in which the first user can participate occurs; Notification means for notifying the second user to establish a relationship with the first user; A system comprising: <26> Searching for a second user who is at a position that satisfies a second condition when the position of the first user satisfies a first condition with respect to a position where an event in which the first user can participate occurs; Notifying the second user to establish a relationship with the first user; A method comprising: <27> Causing a computer to Determination means for determining whether a first user and a second user are in a predetermined positional relationship; Control means for causing the first user and the second user to share a first item owned by the first user and a second item owned by the second user when it is determined that the first user and the second user are in a predetermined positional relationship; Function as a program. <28> The program according to <27>, wherein the number of the first and second items varies according to the distance between the position of the first user and the position of the second user. <29> The program according to <27>, wherein the parameters of the first and second items vary according to the distance between the position of the first user and the position of the second user. <30> The program according to <27>, wherein the number of times of consumption of the first and second items varies according to the distance between the position of the first user and the position of the second user. <31> The first and second items are consumed in an event in which the first and second users participate; After the end of the event, the control means invalidates the consumption of the second item by the first user in the event and invalidates the consumption of the first item by the second user in the event. <27>The program described. <32> The first and second items are equipped by the characters of the first and second users in an event in which the first and second users participate. After the end of the event, the control means returns the equipment of the character of the first user in the event to the equipment before participating in the event, and returns the equipment of the character of the second user in the event to the equipment before participating in the event. <27>The program described. <33> Cause a computer to Determination means for determining whether a first user and a second user are in a predetermined positional relationship. When it is determined that the first user and the second user are in a predetermined positional relationship, control means for causing the first and second users to share a first item related to the first user and a second item related to the second user. Function as a program.
Explanation of symbols
[0146] 1... Game system, 10... User terminal, 11... Non-volatile memory, 12... CPU, 13... Main memory, 13A... Game program, 14... Wireless communication device, 15... Display, 16... Touch panel, 20... Server device, 21... Non-volatile memory, 22... CPU, 23... Main memory, 23A... Game program, 24... Wireless communication device, 101... Display processing unit, 102... Control unit, 103... Operation reception unit, 104... Storage unit, 201... Storage unit, 202... Data management unit, 203... Control unit.
Claims
1. A computer, when multiple users can participate in the same or similar events for multiplayer play, means for changing the range in which the multiple users can participate in the event according to the difficulty level of the event or the time period during which the event occurs functioning as, a program.
2. The range is a predetermined range with respect to a first object or a second object associated with the event, and users included in the predetermined range are permitted to participate in the event, The program according to Claim 1.
3. A system comprising means for changing the range in which multiple users can participate in an event according to the difficulty level of the event or the time period during which the event occurs when the multiple users can participate in the same or similar events for multiplayer play.
Citation Information
Patent Citations
Control method, control program, and server device
JP7216178B2