Information processing device, information processing method and program
The information processing apparatus in location-based games enables character ability changes and state releases based on user position, enhancing game entertainment and motivation.
Patent Information
- Application Number
- JP2025066977
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-15
- Publication Date
- 2025-07-15
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Conventional location-based games do not allow users to change or improve the abilities of their characters based on their location, leading to insufficient entertainment and a potential decrease in motivation to play.
An information processing apparatus that specifies the user's position on a map and sets a character to a predetermined state when a position condition is met, changing the character's abilities upon satisfying an end condition, with the ability to release the state at designated points.
Enhances game entertainment by allowing character ability changes and maintaining user motivation through location-based interactions.
Smart Images

Figure 2025106545000001_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] Conventionally, based on information regarding the geographical position of a user (strictly speaking, an information terminal carried by the user) in the real space, measured using GPS (Global Positioning System) or the like (hereinafter referred to as position information), a position information game in which the game progresses has been known.
[0003] For example, Non-Patent Document 1 discloses a position information game in which items useful for the game can be obtained from facilities (PokéStops) arranged on a map, such as a position information game for collecting characters. Further, Non-Patent Document 2 discloses a position information game in which an adventure is advanced by determining a destination and defeating enemy characters, and a facility (home) capable of restoring the player's physical strength or the like can be installed at any place on the map.
Prior Art Documents
Non-Patent Documents
[0004]
Non-Patent Document 1
Non-Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in conventional location-based games such as Non-Patent Document 1 or Non-Patent Document 2, although a user can obtain items or recover physical strength or the like by being located around the above-described facilities, in relation to the user's location information, it is not possible to change or improve the abilities of a character or the like operated by the user. Therefore, while utilizing the unique fun of a location-based game in which the user's own movement is reflected as an action in the game, for users who want to grow characters or the like, the entertainment aspect of the game is insufficient, and there is a risk of causing a decrease in the willingness to play the game.
[0006] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can enhance the entertainment of a game in association with location information in a game using the user's location information and can arouse the desire of a user who wants to play the game.
Means for Solving the Problems
[0007] An information processing apparatus according to an aspect of the present invention includes a position specifying unit that specifies the position of a user on a map in a game based on the user's location information, and a predetermined state setting unit that can set a character owned by the user in the game to a predetermined state when the position of the user on the map satisfies a predetermined position condition with respect to a first object arranged on the map, and an ability changing unit that changes the ability of the character when the end condition of the predetermined state is satisfied after the predetermined state is reached.
Effects of the Invention
[0008] According to one aspect of the present invention, in a game using user location information, when the user satisfies a predetermined position condition with respect to a first object arranged on a map, the user can set a character used in the game to a predetermined state and change its abilities. Therefore, the entertainment value of the game can be enhanced while associating it with location information, and the motivation of users who want to play the game can be aroused.
Brief Description of the Drawings
[0009]
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[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof. Furthermore, the screen examples shown in each of the figures referenced in the following description are merely examples, and examples of screen configurations, displayed information, and specific contents of the GUI (Graphical User Interface), etc., can be freely designed and changed according to design specifications and user preferences.
[0011] <About location-based games> The communication system shown in FIG. 1 (hereinafter referred to as a location information game system S) is a communication system including an information processing device according to one embodiment of the present invention (hereinafter referred to as a server 30), and provides a user U with a location information game.
[0012] The "location-based game" is an electronic game in which, based on location information such as the physical movement distance of user U in the real space and the current location (coordinate position such as latitude and longitude), a player character corresponding to user U (hereinafter referred to as player P) and other objects move on a map formed in a space such as augmented reality (AR), virtual reality (VR), or mixed reality (MR), and play while completing various quests (events) that occur (hereinafter referred to as play). In the following, when simply described as "game", it shall include the "location-based game".
[0013] The "map" in this specification refers to the map in the game, which is a two-dimensional or three-dimensional diagram in a space such as augmented reality, virtual reality, or mixed reality, created based on information corresponding to the geography of the real space. On the map, virtual objects reflecting geographical elements, location information of roads and buildings, etc., in the real space, as well as their sizes and shapes, are arranged. Also, predetermined state setting points 51 and privilege granting points 52, which will be described later, appear randomly on the map.
[0014] A "quest" refers to a task given to user U in the game, that is, an individual stage that constitutes the game. Each quest has a set execution period and achievement conditions, and various quests occur as the game progresses. Examples of quests include quests aimed at reaching a certain location, quests involving encountering or fighting enemy characters, or quests where items can be obtained. Completing a quest by satisfying the set achievement conditions is called clearing.
[0015] In this embodiment, as an example of the game, a game is cited in which user U forms a team consisting of a plurality of characters (for example, a group of four), operates those characters by a predetermined action to fight, and progresses by sequentially challenging and clearing a plurality of quests prepared in the game.
[0016] In the game of this embodiment, the user U will own and operate a plurality of characters, and those characters can be sold, exchanged for items or other characters, or lent and borrowed with other users U. Also, the user U can accumulate experience points by playing the game, or change the abilities of the characters by using items and the like. Also, the abilities of the characters can be changed by using the predetermined state setting point 51 arranged on the map.
[0017] "Changing the ability" means changing the ability of the character, and as an example, it includes the following changes. Basically, it is a change that is advantageous to the user U, but it does not exclude changes that are disadvantageous to the user U. (a) Improve the parameters (setting data related to level, physical strength, attack power, speed, luck, etc.) that the character has to strengthen the character. (b) For the parameters that the character has, improve the pre-specified upper limit value (maximum value) to further strengthen the character. Hereinafter, when referring to "lifting the upper limit", it means improving the upper limit value of the parameters that the character has. (c) Add special abilities (techniques, etc.) to the character. (d) Change the special abilities that the character has. (e) Change the attributes of the character. For example, change the occupation of the character from occupation A to occupation B.
[0018] The "predetermined state setting point" corresponds to the first object and is a point (facility) arranged on the map. When the user U satisfies a predetermined position condition, it is a point where a character owned in the game can be deposited and set to a predetermined state. Also, it is a point where a character that satisfies the end condition of the predetermined state can be picked up and the predetermined state can be released. The predetermined state setting point 51 appears regularly or irregularly at any point on the map, and a plurality of predetermined state setting points 51 may be arranged at the same time. Also, the predetermined state setting point 51 may disappear or move after the expiration of a preset effective period, etc. Furthermore, the privilege granting point 52 described later may be changed to the predetermined state setting point 51 regularly or irregularly.
[0019] The "predetermined position condition" refers to a condition indicating the positional relationship between the predetermined state setting point 51 and the user U. For example, it refers to the case where the user U is actually located within a predetermined range of the position in the real space corresponding to the predetermined state setting point 51. Also, even if it is a point different from the predetermined state setting point 51, the predetermined state setting point 51 and the different point may be associated, and the case where the user U is actually located within a predetermined range of the position in the real space corresponding to the different point may also be possible.
[0020] The "predetermined state" is a state deposited at the predetermined state setting point 51, and refers to a state where the character is away from the user U's hand during a period (hereinafter referred to as the predetermined period) necessary to change the character's ability. That is, in the present embodiment, the character is continuously deposited at the predetermined state setting point 51 for a predetermined period to be in a predetermined state, and when the end condition of the predetermined state is satisfied, the ability of the character set to the predetermined state changes. In the present embodiment, the predetermined period is, in principle, a maximum of 24 hours.
[0021] In this embodiment, in principle, the characters that can be set to a predetermined state are limited to specific characters that meet specific conditions such as their abilities reaching the upper limit value. Also, the number of times that can be set to the predetermined state is limited to only once per character. Also, a character that is on loan to another user U cannot be set to the predetermined state. However, it may be possible to set all characters to the predetermined state, or the number of times that can be set to the predetermined state may be multiple times. Also, if it is decided that a character borrowed from another user U can be set to the predetermined state, it may be returned to the other user U in a state where its ability has changed.
[0022] Also, the user U may limit the number of characters that can be set to the predetermined state within a certain period or simultaneously to a predetermined number. For example, it may be set that only one character can be set to the predetermined state per day, and it is not possible to set a plurality of characters to the predetermined state simultaneously. However, the number of characters that can be set to the predetermined state simultaneously may be changed for each user U. For example, for a user U with a high experience value, it may be possible to set a plurality of characters to the predetermined state simultaneously.
[0023] In principle, the user U cannot use a character that is being set to the predetermined state in the game. That is, during the predetermined period, the character cannot be incorporated into the members of the team that goes out to fight in the game to play the game. Also, items and the like cannot be used on that character. Furthermore, that character cannot be sold, exchanged, or lent or borrowed to / from another user U.
[0024] As described above, the user U cannot use the character set in the predetermined state in the game, but can immediately end the predetermined period or shorten the predetermined period (hereinafter, referred to as time shortening) by using an item or the like. In this embodiment, two types of items, a first item and a second item, can be used to end the predetermined state or shorten the time. The first item can shorten the time depending on the consumption amount (number). For example, one first item can shorten the time by 60 minutes (even if the remaining predetermined period is less than 60 minutes, one item is consumed). On the other hand, one second item can immediately end the predetermined state regardless of the remaining predetermined period. In addition, when using an item, if the user U has the first item, the first item is automatically consumed in preference to the second item.
[0025] In this embodiment, the above items can be used at any timing of the user U. Also, for example, when challenging a quest, if a character that is set to a predetermined state is included in the members who will be deployed, a message may be displayed indicating that an item can be consumed to end the predetermined state or to shorten the time.
[0026] A character that has satisfied the conditions for ending the predetermined state due to the passage of a predetermined period of time or the use of an item can be used again in the game by canceling the predetermined state. In this embodiment, when a predetermined location condition is satisfied between the predetermined state setting point 51 where the character was deposited, another predetermined state setting point 51 (if multiple predetermined state setting points 51 are located), or a bonus granting point 52 described below, the user U can retrieve the character and cancel the predetermined state. Note that the cancellation of the predetermined state may be performed at a point other than the above, or may be performed simultaneously with the end of the predetermined state, regardless of the location of the user U.
[0027] As described above, since a character being set to a predetermined state cannot be used in the game, the user U may wish to interrupt the set predetermined state. In such a case, the user U can interrupt (cancel) the predetermined state at any time, even during the predetermined period. If the predetermined state is interrupted and ended before the end condition is met, the character's abilities will not change, but it will return to a state where it can be used in the game. In addition, even if the operation is once interrupted, it may be possible to resume the operation in the state where the predetermined period up to that point is taken over by resetting the predetermined state again. In this case, the predetermined state setting point 51 may be the same or a different predetermined state setting point 51.
[0028] The "benefit-granting point" corresponds to a second object, and is a point (facility) arranged on a map. When the user U satisfies a predetermined location condition, a benefit set in association with the benefit-granting point 52 is granted to the user U. The benefit-granting point 52 may appear at any point on the map periodically or irregularly, and a plurality of benefit-granting points 52 may be arranged at the same time. The benefit-granting point 52 may disappear or move after a preset valid period expires. Furthermore, when a plurality of benefit-granting points 52 are arranged, some of them may be changed to a predetermined state setting point 51 periodically or irregularly. Furthermore, a character that satisfies a condition for ending a predetermined state may be picked up at the benefit-granting point 52 to release the predetermined state.
[0029] The "predetermined location condition" is generally similar to the predetermined location condition at the predetermined state setting point 51, and refers to a condition indicating the location relationship between the bonus granting point 52 and the user U. For example, this applies to a case where the user U is actually located within a predetermined range of a position in real space corresponding to the bonus granting point 52. In addition, even if the location is different from the bonus granting point 52, the bonus granting point 52 and the different location may be associated with each other, and the user U may actually be located within a predetermined range of a position in real space corresponding to the different location.
[0030] "Special benefits" refers to the general term for the advantageous effects given to user U in the process of advancing the game or quest. In this embodiment, as an example of special benefits, the following advantageous effects occur. (a) Obtain virtual currency items or fragments thereof that can be used in the game (objects that can be exchanged for a predetermined virtual currency item when a plurality of points are collected). (b) Obtain special characters. (c) Obtain the qualification to play special quests. (d) Parameters that mainly act on the progress of the quest (setting data related to the level, physical strength, attack power, speed, or luck of the character, etc.) change in an advantageous direction. (e) Parameters that mainly act on the calculation of the clear reward of the quest (setting data related to the physical strength to be restored, the experience points to be obtained, the points to be obtained, or the occurrence rate of special rewards, etc.) change in an advantageous direction.
[0031] In this embodiment, not only can user U play alone, but so-called multiplayer play (hereinafter referred to as cooperative play), in which a plurality of user Us operate their respective user terminals 10 to play a common quest simultaneously, is also possible. In this cooperative play, a user U (hereinafter referred to as the host) who hosts the cooperative play for a specific quest and recruits partners, and a user U (hereinafter referred to as the guest) who applies for the recruitment and participates in the cooperative play form a cooperative relationship, and the progress of the play is synchronized among the users who perform the cooperative play.
[0032] Cooperative play is carried out through the communication function of the user terminal 10 of each user U. Specifically, when a certain user U applies to participate in the cooperative play recruited by the host and the host permits the application, that certain user U becomes a guest, and a communication path for cooperative play is established between the user U and the host. Note that the application eligibility for cooperative play is not particularly limited and can be set arbitrarily. For example, in the real space, it may be set that a user U located within a predetermined distance range from the current position of the host can apply. Also, it may be set that another user U who has a friendship relationship with a certain user U and is a friend user mutually approved by the user Us (hereinafter referred to as an approved user) can apply.
[0033] After that, the transmission and reception of various data required for cooperative play are carried out according to a known communication method. The data at this time may be in a client-server method via the server 30 or a P2P (peer-to-peer) method without passing through the server 30. Also, the styles of cooperative play are classified into a fully synchronous type and an asynchronous type, and either style may be adopted. Note that the fully synchronous type includes a key input synchronization method and a command input method, and the asynchronous type includes a server centralized processing type and a client distributed processing.
[0034] Note that cooperative play-compatible games include cooperative play games in which a plurality of users U cooperate and competitive games in which users U compete with each other, and any type may be used. Also, the upper limit (maximum number of players) of the number of users U in one cooperative play is not particularly limited and may be set to any number, but for example, it is preferably set to about 4 at most.
[0035] <Regarding the configuration of the location information game system S> Next, the configuration of the location information game system S for providing the above location information game to the user U will be described. As shown in FIG. 1, the location information game system S is constructed for user U to play a location information game, and is composed of an information terminal (hereinafter referred to as user terminal 10) operated by user U and a server 30. The user terminal 10 and the server 30 are communicably connected to each other via a network N such as the Internet. Further, the user terminal 10 is communicably connected to GPS satellites G.
[0036] The user terminal 10 is equipped with a program stored in the terminal and a processor that executes the program, and is carried by the user U who is its owner. User U operates the user terminal 10 during play. As the user terminal 10, known devices used as game terminals, such as smartphones, mobile phones, notebook PCs, tablet terminals, wearable terminals, or game dedicated devices with communication functions, etc. can be used. Note that the number of user terminals 10 constituting the location information game system S is not particularly limited and can be any number. However, in FIG. 1, for the sake of illustration, the number of user terminals 10 is set to 3.
[0037] The server 30 is a computer that constitutes the information processing apparatus of the present invention. For example, it is composed of a server computer managed by a game providing company and is responsible for the progress processing of the game. Specifically, it manages the game accounts, status, location information, etc. of user U for each user U, and distributes game progress data to each user U. Also, the server 30 is not limited to a server device composed of a single computer that exhibits a specific function alone, and may be composed of a group of server devices composed of a plurality of computers that are distributed but cooperate to exhibit a specific function.
[0038] The network N may be any network that can connect the user terminal 10 and the server 30 in a state where data communication is possible. Whether it is wired or wireless, it includes the Internet, mobile communication networks, LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark), etc. Also, the user terminals 10 may communicate with each other via the network N, or may communicate directly without going through the network N through Bluetooth (registered trademark) or Wifi-Direct, etc.
[0039] In the location information game system S of this embodiment, with the above configuration, the game progresses by the cooperation of the user terminal 10 and the server 30. Specifically, a part of the game progress process is performed on the server 30 side, and a part of the graphic processing and the like is executed on the user terminal 10 side. For example, on the server 30 side, a program including certain rules, logics, and algorithms is executed. On the other hand, on the user terminal 10 side, while synchronizing with the server 30, the player P corresponding to each user U and other objects are moved according to the same rules, logics, and algorithms as the program executed on the server 30, and various quests are generated to progress the game.
[0040] <Configuration of User Terminal 10> Next, the configuration of the user terminal 10 according to this embodiment will be described. As shown in FIG. 2, the user terminal 10 includes, as a hardware configuration, a processor 11, a storage device 12, a communication interface (denoted as communication I / F in FIG. 2) 13, an input device 14, and an output device 15, and these devices are electrically connected via a bus (not shown).
[0041] The processor 11 includes, for example, a Central Processing Unit, a Micro Processing Unit, a Graphics Processing Unit, or a Digital Signal Processor, etc., and executes various arithmetic processes based on programs or data stored in the storage device 12, and controls each part of the user terminal 10. The programs executed by the processor 11 include an OS (Operating System) which is system software for controlling the entire user terminal 10, and application programs for games, etc. When these various programs are read and executed by the processor 11, the functions as the user terminal 10 that constitutes the location information game system S are exerted.
[0042] The storage device 12 includes, for example, a memory or a storage, etc., and stores various programs or data. The memory is composed of semiconductor memories such as ROM (Read Only Memory) and RAM (Random Access Memory), provides a working area for the processor 11 by temporarily storing programs and data, and temporarily stores various data generated by the processes executed by the processor 11. The storage stores various data related to the game, and is composed of, for example, a flash memory, an HDD (Hard Disc Drive), an SSD (Solid State Drive), an FD (Flexible Disc), a MO disk (Magneto - Optical disc), a CD (Compact Disc), a DVD (Digital Versatile Disc), an SD card (Secure Digital card), and a USB memory (Universal Serial Bus memory), etc.
[0043] The communication interface 13 is composed of, for example, a network interface card (NIC) or the like, and controls the communication processing of the user terminal 10. The communication standard by the communication interface 13 is not particularly limited, and any communication standard for the general public can be applied without limitation. Further, the communication method by the communication interface 13 may be a wireless method or a wired method.
[0044] The input device 14 is a device that receives the operation of the user U and generates data indicating the content of the received operation. As an example, operation keys, operation buttons, a sound collection microphone, a photographing camera, etc. provided in the user terminal 10 can be used.
[0045] The output device 15 is a device that draws a screen to display images, character string information, etc., and reproduces sound. As an example, a liquid crystal display or an organic EL (Electroluminescence) display, a head-mounted display, a speaker, etc. provided in the user terminal 10 can be used. In the present embodiment, the output device 15 has at least a display. The display may have both functions of the input device 14 and the output device 15, such as a touch panel display.
[0046] Next, with reference to FIG. 3, the configuration of the user terminal 10 will be described again from the functional aspect. As shown in FIG. 3, the user terminal 10 includes a plurality of functional units, specifically, an operation specifying unit 16, a position information acquisition unit 17, a terminal-side storage unit 18, a terminal-side generation unit 19, a terminal-side transmission / reception unit 20, and a display processing unit 21. These functional units are realized by the cooperation of the hardware devices of the user terminal 10 and a program as software stored in the user terminal 10.
[0047] [Operation Specifying Unit 16] The operation specifying unit 16 is mainly realized by the processor 11 and the input device 14, and specifies the contents of various operations performed by the user U through the input device 14 of the user terminal 10. The operations specified by the operation specifying unit 16 include operations for game progress and operations related to co-play (recruitment for co-play, application for co-play, and operations related to approval or rejection of the application). The operations for game progress include operations for instructing the acquisition of a privilege from a privilege-granting point, operations for instructing to set a character to a predetermined state, operations for instructing the time shortening of a predetermined state of the character, operations for instructing the interruption of a predetermined state of the character, and operations for instructing the release of a predetermined state of the character, etc.
[0048] [Position information acquisition unit 17] The position information acquisition unit 17 is mainly realized by the processor 11 and the communication interface 13, and acquires the position of the user terminal 10, that is, the position information (coordinate position) of the user U carrying the user terminal 10 in the real space. As a method for acquiring position information, for example, a method of detecting the position of the user terminal 10 by a signal from a GPS satellite G like GPS, or a method of detecting the position of the user terminal 10 by the radio wave intensity from a base station of a mobile phone system (not shown) or an access point of Wifi communication, etc. are included.
[0049] [Terminal-side storage unit 18] The terminal-side storage unit 18 is mainly realized by the processor 11 and the storage device 12, and stores various data related to game progress (for example, video data, image data, and audio data, etc.).
[0050] [Terminal-side generation unit 19] The terminal-side generation unit 19 is mainly realized by the processor 11 and the storage device 12, and generates game operation data corresponding to the operation content of the user U specified by the operation specifying unit 16, position information data related to the position information acquired by the position information acquisition unit 17, and the like. The game operation data generated here includes privilege acquisition operation data based on a privilege acquisition instruction from a privilege granting point, setting instruction operation data based on an instruction to set a character to a predetermined state, time reduction instruction operation data based on an instruction to reduce the time of a predetermined state of the character, interruption instruction operation data based on an instruction to interrupt a predetermined state of the character, release instruction operation data based on an instruction to release a predetermined state of the character, and operation data related to cooperative play (including operation data related to recruitment for cooperative play, application for cooperative play, and approval or rejection of the application). These generated data are transmitted by the terminal-side transmission / reception unit 20 toward the server 30.
[0051] [Terminal-side transmission / reception unit 20] The terminal-side transmission / reception unit 20 is mainly realized by the processor 11, the storage device 12, and the communication interface 13, and transmits and receives data and information between the server 30 and the user terminals 10 of other users. For example, during the play of a game, the terminal-side transmission / reception unit 20 receives game progress data sent from the server 30, and transmits game operation data and position information data indicating the current position of the user U toward the server 30. Also, when cooperative play of a game is being performed, the terminal-side transmission / reception unit 20 may transmit and receive cooperative play data (specifically, game operation data of each user U) with the user terminals 10 of other users U.
[0052] [Display processing unit 21] The display processing unit 21 is mainly implemented by the processor 11, the storage device 12, and the output device 15, and executes display processing for displaying the data and information received by the terminal-side transmission / reception unit 20 on the display by means of the browsing function. Specifically, the display processing unit 21 draws a game screen at the start of the game, and during the game play, expands the game progress data received by the terminal-side transmission / reception unit 20 from the server 30, and displays images and other information in the game screen. Further, during the game play, the display processing unit 21 displays an image that changes according to the game operation data generated by the terminal-side generation unit 19 (specifically, an image that moves according to the operation of the user U) in the game screen. In particular, based on the actual position information of the user U in the real space acquired by the position information acquisition unit 17, a player P indicating the position information of the user U is displayed on the map in the game.
[0053] <Configuration of Server> Next, the configuration of the server 30 according to the present embodiment will be described. As shown in FIG. 2, the server 30 has the same hardware configuration as a general server computer, and includes a processor 31, a storage device 32, and a communication interface (denoted as communication I / F in FIG. 2) 33, and these devices are electrically connected via a bus (not shown).
[0054] The processor 31 is composed of a CPU, an MPU, a GPU, a DSP, etc., and executes various processes by executing the programs installed in the server 30. The programs executed by the processor 31 are an OS which is system software for controlling the entire server 30, and application programs for causing the server 30 to function as the information processing apparatus of the present invention.
[0055] The storage device 32 includes, for example, a memory or a storage, and stores various programs or data. The memory is composed of semiconductor memory such as ROM and RAM, and provides a working area for the processor 31 by temporarily storing programs and data, and temporarily stores data generated by various processes executed by the processor 31. The storage stores various data related to the user U, maps, games, etc., and is configured, for example, with a flash memory, HDD, SSD, FD, MO disk, CD, DVD, SD card, USB memory, etc. Note that a server computer for a database connected to the server 30 via the network N may be used as the storage.
[0056] The communication interface 33 is configured, for example, by a network interface card or the like, and controls the communication processing of the server 30. The communication standard used by the communication interface 33 is not particularly limited, and any public communication standard can be applied without restriction. The communication method used by the communication interface 33 may be a wireless method or a wired method.
[0057] Next, the configuration of the server 30 will be described again from a functional perspective with reference to FIG. 4, the server 30 includes a plurality of functional units, specifically, a server-side storage unit 34, a server-side transmission / reception unit 35, a server-side generation unit 36, a position identification unit 37, a predetermined state setting unit 38, an ability change unit 39, a predetermined state release unit 40, a benefit granting unit 41, an object conversion unit 42, an item granting unit 43, and an item consumption unit 44. These functional units are realized by cooperation between the hardware devices of the server 30 and a program as software stored in the server 30. When the server 30 is configured by a plurality of computers, the above-mentioned functions may be distributed so that each of the plurality of computers performs a different function.
[0058] [Server side storage unit 34] The server-side storage unit 34 is mainly realized by the processor 31 and the storage device 32, and stores various data including data related to the user U, data related to map information, and data related to game progress processing (game progress data). As data related to the user U, there are an identifier (user ID or terminal ID) for identifying the user U or the user terminal 10 used by the user U and various information associated with the identifier (including personal information of the user U, the model of the user terminal 10, access history, payment history, or the progress status of the game such as current location information or status). As game progress data, there is information related to the character owned by the user U (name, attribute, ability, level, etc.), information related to quests, information related to the predetermined state setting point 51 (setting availability, validity period, placement location, etc.), and information related to the privilege granting point 52 (privilege content, validity period, placement location, etc.).
[0059] [Server-side transmission / reception unit 35] The server-side transmission / reception unit 35 is mainly realized by the processor 31, the storage device 32, and the communication interface 33, and transmits and receives data and information to and from the user terminal 10. For example, during the play of the game, the server-side transmission / reception unit 35 transmits game progress data to the user terminal 10 of the user U and receives game operation data from that user terminal 10. Also, it receives position information data indicating the current position of the user U in the real space from the user terminal 10 and transmits data (game progress data in a broad sense) for displaying that position information on the map to the user terminal 10. Further, during the cooperative play of the game, the server-side transmission / reception unit 35 receives cooperative play data from each of the user terminals 10 of a plurality of users U who are playing cooperatively and transmits data (game progress data in a broad sense) for synchronizing among the users U to each user terminal 10.
[0060] [Server-side generation unit 36] The server-side generation unit 36 is mainly realized by the processor 31 and the storage device 32, and generates data to be transmitted by the server-side transmission / reception unit 35. The data generated here specifically includes game progress data corresponding to the game operation data received from the user terminal 10. The game progress data also includes data for displaying position information on a map based on the position information acquired from the user terminal 10, and data for synchronizing multiple users U who play the game together while the game is being played together.
[0061] [Location specifying section 37] The position identification unit 37 is mainly realized by the processor 31 and the storage device 32, and identifies the position of the user U on the map based on the position information acquired from the user terminal 10. The position of the user U on the map identified here is generated as game progress data by the server-side generation unit 36, and transmitted to the user terminal 10 by the server-side transmission / reception unit 35.
[0062] [Predetermined state setting unit 38] The specified state setting unit 38 is mainly realized by the processor 31 and the storage device 32, and when the position on the map of the user U identified by the position identification unit 37 satisfies specified position conditions with respect to a specified state setting point 51 arranged on the map, it makes it possible to set a character owned by the user U to a specified state, and sets the specified character to a specified state based on a setting instruction from the user U.
[0063] [Ability Change Section 39] The ability changing unit 39 is mainly realized by the processor 31 and the storage device 32, and changes the abilities of a character that has reached a predetermined state by the predetermined state setting unit 38 and has satisfied the conditions for terminating the predetermined state by the passage of a predetermined period of time or the use of an item, as described above.
[0064] [Predetermined state release unit 40] The predetermined state release unit 40 is mainly realized by the processor 31 and the storage device 32. After the end condition of the predetermined state is satisfied, it releases the character being set in the predetermined state from the predetermined state. Specifically, when the position of the user U identified by the position identification unit 37 on the map satisfies a predetermined position condition between the predetermined state setting point 51 or the privilege granting point 52 arranged on the map, it is set as a situation where the character being set in the predetermined state can be released from the predetermined state, and based on the release instruction from the user U, the predetermined state of the character is released. However, it may also be possible to release the predetermined state regardless of the position information of the user U, no matter where the user U is located. Also, even before the end condition of the predetermined state is satisfied, the predetermined state release unit 40 interrupts and ends the predetermined state of the character being set in the predetermined state based on an interruption instruction from the user U.
[0065] [Privilege Granting Unit 41] The privilege granting unit 41 is mainly realized by the processor 31 and the storage device 32. When the position of the user U identified by the position identification unit 37 on the map satisfies a predetermined position condition with respect to the privilege granting point 52 arranged on the map, it grants the privilege associated with the privilege granting point 52 to the user U. Also, when the privilege granting point 52 is arranged, the privilege granting unit 41 selects the privilege to be set in association with the privilege granting point 52 from among a plurality of candidate privileges. Note that the content of the associated privilege may be changed at predetermined intervals such as once a day (for example, 4:00 am).
[0066] [Object Conversion Unit 42] The object conversion unit 42 is mainly realized by the processor 31 and the storage device 32. When a plurality of privilege granting points 52 are arranged, it changes a part of the plurality of privilege granting points 52 to the predetermined state setting point 51. In this embodiment, it is changed periodically at predetermined intervals such as once a day (for example, 4:00 am), but it may also be irregular.
[0067] [Item Granting Unit 43] The item awarding unit 43 is mainly realized by the processor 31 and the storage device 32, and awards the above-mentioned first item and second item to the user when the awarding conditions such as purchase, or login bonus, quest clear, or participation in co-play are met. The awarded items are associated with each user U and stored in the server-side storage unit 34.
[0068] [Item consumption unit 44] The item consumption unit 44 is mainly realized by the processor 31 and the storage device 32, and consumes the items owned by the user U based on the time-saving instruction from the user U. At this time, when the user U owns the first item, the first item is automatically consumed prior to the second item with priority over the second item. Along with the item consumption, the data stored in association with each user U in the server-side storage unit 34 is updated.
[0069] Note that generally, the user terminal 10 and the server 30 have various other functions in addition to the above. Here, only the characteristic functions that exhibit operational effects in the position information game system S according to the present invention will be described, and illustration and description of other known functions and the like will be omitted.
[0070] [Regarding the processing flow of the position information game system S] Next, the processing flow executed in the position information game system S having the above configuration will be described with reference to a flowchart, a sequence diagram, and a diagram showing an example of each screen. The information processing method according to the present embodiment is realized by using the position information game system S that functions as a computer system. In other words, in the information processing executed by the position information game system S, the information processing method according to the present embodiment is applied.
[0071] As shown in FIG. 5, the information processing executed in the position information game system S in the present embodiment is roughly classified into three phases: a predetermined state setting process (S101) for setting a character to a predetermined state, an ability change process (S102) for changing the ability of the character after the predetermined state ends, and a predetermined state release process (S103) for releasing the predetermined state of the character. Hereinafter, each process will be described individually.
[0072] [Predetermined State Setting Process] First, based on FIGS. 6 to 9, the predetermined state setting process will be described. The "predetermined state setting process" is a process executed through communication between the user terminal 10 and the server 30. During the game play, when the user U satisfies a predetermined position condition with the predetermined state setting point 51, based on the setting instruction from the user U to the predetermined state, it refers to the process of setting the designated character to the predetermined state.
[0073] As shown in FIG. 6, when the user U plays the game, first, the user terminal 10 acquires the current position information of the user terminal 10 in the real space by the position information acquisition unit 17, specifies the current position where the user U carrying the user terminal 10 is located (S201), and transmits the current position information as position information data to the server 30 (S202).
[0074] The server 30 receives the position information data transmitted from the user terminal 10, acquires the current position information of the user U (S203), specifies the current position of the acquired user U by the position specifying unit 37, and determines whether the current position of the specified user U satisfies the above-mentioned predetermined position condition with the predetermined state setting point 51 by the predetermined state setting unit 38 (S204). As a result, when the predetermined position condition is satisfied (S204: YES), the server-side generation unit 36 generates data indicating information that it is a situation where the predetermined state can be set, and transmits it to the user terminal 10 as game progress data (S205). In addition, when the above-mentioned predetermined position condition is not satisfied (S204: NO), the process ends as it is.
[0075] When the user terminal 10 receives the above game progress data transmitted from the server 30, based on the data, the display processing unit 21 displays on the map shown on the display the current position information of the user U and information notifying that the situation at the predetermined state setting point 51 allows the setting of a predetermined state (S206).
[0076] FIG. 7 is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the situation at the predetermined state setting point 51 allows the setting of a predetermined state. As shown in FIG. 7(a), on the map displayed on the screen, a player P which is an object indicating the current position information of the user U, a predetermined state setting point 51, and a privilege granting point 52 are displayed. Also, a predetermined state setting possible area 53 which is information notifying that the situation allows the setting of a predetermined state is displayed. Note that the privilege granting point 52 may be separately displayed as a privilege granting point 52a for which a privilege has already been granted to the user U and a privilege granting point 52b for which a privilege has not yet been granted.
[0077] The predetermined state setting possible area 53 is, for example, circular with the predetermined state setting point 51 as the center point, and is displayed when the player P enters or approaches within a predetermined distance of the predetermined state setting possible area 53. When the player P enters the predetermined state setting possible area 53, the user U can set the character to a predetermined state. When it becomes possible to set to a predetermined state, as shown in FIG. 7(b), a dialog box is displayed and the user is notified to that effect. On the screen of the present embodiment, setting to a predetermined state is denoted as "cultivation", and the predetermined state setting point 51 is denoted as "during cultivation" (hereinafter, FIGS. 8, 9, and 11 are the same). Note that the predetermined state setting possible area 53 is not limited to being circular.
[0078] FIG. 8 is a diagram showing an example of a display screen when setting to a predetermined state after the situation allows the setting of a predetermined state. When the user taps the "Practice" button displayed in the dialog box of Fig. 7(b) or performs other such operations, as shown in Fig. 8(a), a list screen of the characters the user owns is displayed. At this time, it may be configured to narrow down in advance the specific characters that can be set to a predetermined state and display only those specific characters instead of all the characters the user owns. Next, the user U selects and taps an arbitrary character for which the user wants to set a predetermined state from among the list screen. Then, when an arbitrary character is selected, as shown in Fig. 8(b), details about that character are displayed, and by the user U tapping the "Set this one" button or performing other such operations, the character to be set to the predetermined state is determined.
[0079] Returning to Fig. 6, when the user terminal 10 receives the above-described predetermined state setting instruction operation from the user U by the operation specifying unit 16 (S207: YES), the terminal-side generation unit 19 generates setting instruction operation data and transmits it to the server 30 as game operation data (S208). If the user terminal 10 does not receive a predetermined state setting instruction operation from the user U (S207: NO), the process ends as it is.
[0080] When the server 30 receives the game operation data indicating the setting instruction to the predetermined state transmitted from the user terminal 10 (S209), the predetermined state setting unit 38 sets the designated character to the predetermined state (S210). Then, the server-side generation unit 36 generates data indicating information to notify that the setting to the predetermined state has been made and transmits it to the user terminal 10 as game progress data (S211). As described above, the character set to the predetermined state becomes unavailable for use in the game during the predetermined period.
[0081] When the user terminal 10 receives the above-described game progress data transmitted from the server 30, based on that data, the display processing unit 21 displays information notifying that the setting to the predetermined state has been made (S212).
[0082] FIG. 9 is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that a character has been set to a predetermined state. As shown in FIG. 9, on the screen, the fact that the character has been set to a predetermined state (denoted as "cultivation start" in FIG. 9), an explanation of the ability change after the end of the predetermined state, and an explanation that time can be shortened, etc. are notified by a dialog box.
[0083] When the series of steps described above is completed, the predetermined state setting process ends. Thereafter, while the user U is playing the game, the above series of steps is repeatedly executed. The above is an example of the predetermined state setting process at the predetermined state setting point 51.
[0084] [Ability change process] Next, based on FIGS. 10 and 11, the ability change process will be described. The "ability change process" is a process executed through communication between the user terminal 10 and the server 30, and refers to a process of changing the abilities of a character that has been set to a predetermined state and satisfies the end condition of the predetermined state during game play.
[0085] As shown in FIG. 10, when a character is set to a predetermined state, first, the server 30 determines, by the ability change unit 39, whether or not a predetermined period has elapsed since the character was set to the predetermined state (S301). As a result, if the predetermined period has not yet elapsed (S301: NO), the server-side generation unit 36 generates data indicating information that the character is being set to the predetermined state, and transmits it to the user terminal 10 as game progress data (S302).
[0086] When the user terminal 10 receives the above game progress data transmitted from the server 30, based on the data, the display processing unit 21 displays information indicating that the character is being set to the predetermined state on the display (S303).
[0087] FIG. 11(a) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen indicating that a character is in the process of setting a predetermined state. As shown in FIG. 11(a), a character that is being set to a predetermined state (denoted as "in training" in FIG. 11) is displayed together with the remaining time until the end of the predetermined period. Also, on the same screen, a "shorten" button and a "stop training" button are arranged. When the user U wants to shorten the predetermined state, the user taps the "shorten" button among them. Note that even outside the screen of FIG. 11(a), the user U can always check the status of the character that is being set to the predetermined state on a part of the screen during the game play.
[0088] Returning to FIG. 10, when the user terminal 10 receives the above-mentioned shortening operation from the user U by the operation specifying unit 16 (S304: YES), the terminal-side generation unit 19 generates shortening instruction operation data and transmits it to the server 30 as game operation data (S305). If the shortening instruction operation is not received from the user U (S304: NO), the process ends as it is.
[0089] When the server 30 receives the game operation data indicating the shortening instruction of the predetermined state transmitted from the user terminal 10 (S306), the ability change unit 39 executes the shortening process (S307). The details of the shortening process will be described later.
[0090] As a result of the shortening process (S307), when the end condition of the predetermined state is satisfied (S308: YES), or when the predetermined period has already elapsed (S301: YES), the ability change unit 39 changes the ability of the character (S309). Then, the server-side generation unit 36 generates data indicating information notifying that the predetermined state has ended and transmits it to the user terminal 10 as game progress data (S310). If the condition for ending the predetermined state is not met (S308: NO), data showing information indicating that the predetermined state is being set is generated again and transmitted to the user terminal 10 as game progress data (S302).
[0091] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays information notifying that a predetermined state has ended based on that data (S311).
[0092] FIG. 11B is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the predetermined state has ended. As shown in FIG. 11(b), a dialog box is displayed on the screen to inform the user that the predetermined state has ended (indicated as "Training Completed" in FIG. 11), and to explain the changes in abilities after the predetermined state has ended (indicated as "Training Completed and LV Upper Limit Released" in FIG. 11). The notification may be sent each time the user is not playing the game (push notification). Also, a "Take" button is provided on the screen, and if the user U wishes to take in the character whose abilities have changed after the predetermined state has ended and release the predetermined state, he or she taps the "Take" button. The predetermined state release process will be described later.
[0093] When the series of steps described above is completed, the ability change process ends. After that, while the user U is playing the game, or more precisely, while the user U is setting the character to a predetermined state, the series of steps described above are repeatedly executed. The above is an example of the ability change process.
[0094] [Time-saving processing] Here, the details of the time-saving process that is executed in the ability change process and that saves the time of a predetermined state will be described with reference to Fig. 12. The time-saving process is executed in step S307 of the ability change process shown in Fig. 10.
[0095] As shown in FIG. 12, the server 30 first judges whether or not the user U possesses a first item (S401). If it is judged that the user U possesses the first item (S401: YES), the number n of first items required to satisfy the end condition of the predetermined state is identified from the remaining time of the predetermined time (S402). Then, it is judged whether or not the number of first items possessed by the user U is n (S403), and if n items are possessed (S403: YES), the server 30 uses n first items to immediately end the predetermined state as it is. If the number of owned first items is less than n (S403: NO), the user U uses the first items owned by the user U to shorten the predetermined period according to the number of uses (S405), and the process ends.
[0096] On the other hand, if it is determined that the user U does not possess the first item (S401: NO), it is next determined whether the user U possesses a second item (S406). If the user U possesses the second item (S406: YES), the second item is used and the predetermined state is immediately ended (S407), and the process ends. However, if the user does not possess the second item either (S406: NO), the process ends without executing the time-saving process.
[0097] In this embodiment, the first item is consumed before the second item. In the time-saving process, when the first item or the second item is used, it is preferable to transmit game progress data to the user terminal 10 to confirm whether or not the first item or the second item is used, and to confirm with the user U each time. When the first item is used, the user U may be allowed to select the number of items to be used.
[0098] [Predetermined state release process] Next, the predetermined state release process will be described with reference to FIG. 13 and FIG. The "specified state release process" is a process executed through communication between the user terminal 10 and the server 30, and refers to a process of releasing the specified state of the character based on a release instruction from the user U when the user U satisfies a specified positional condition between the specified state setting point 51 or the bonus granting point 52 after satisfying the termination condition of the specified state during game play.
[0099] As shown in FIG. 13, when a user U plays a game, first, the user terminal 10 acquires current location information of the user terminal 10 in the real space via the location information acquisition unit 17, identifies the current location of the user U carrying the user terminal 10 (S501), and transmits the current location information to the server 30 as location information data (S502).
[0100] When the server 30 receives the location information data transmitted from the user terminal 10 and acquires the current location information of the user U (S503), the location identification unit 37 identifies the acquired current location of the user U, while the predetermined state release unit 40 determines whether the identified current location of the user U satisfies the above-mentioned predetermined location condition between the predetermined state setting point 51 or the bonus granting point 52 (S504). As a result, if the predetermined location condition is satisfied (S504: YES), the server-side generation unit 36 generates data indicating information notifying that the predetermined state can be released, and transmits the data to the user terminal 10 as game progress data (S505). If the above-mentioned predetermined position condition is not satisfied (S504: NO), the process ends.
[0101] When the user terminal 10 receives the above-mentioned game progress data transmitted from the server 30, based on that data, the display processing unit 21 displays on the map displayed on the display information about the user U's current location and information informing the user that the specified state can be released at the specified state setting point 51 or the bonus granting point 52 (S506).
[0102] FIG. 14(a) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that a predetermined state can be released at the predetermined state setting point 51. As shown in FIG. 14(a), on the map displayed on the screen, a player P which is an object indicating the current position information of the user U, a predetermined state setting point 51, and a privilege granting point 52 are displayed. Further, a predetermined state releasable area 54 which is information notifying that a predetermined state can be released is displayed.
[0103] The predetermined state releasable area 54 is displayed in place of the above-described predetermined state settable area 53 when there is an unreleased character that satisfies the end condition of the predetermined state, and is displayed when the player P enters or approaches within a predetermined distance of the predetermined state releasable area 54. When the player P enters the predetermined state releasable area 54, the user U can perform an operation to instruct the release of the predetermined state. In FIG. 14(a), an example where the predetermined state releasable area 54 is displayed at the predetermined state setting point 51 is shown. However, at the privilege granting point 52 as well, a predetermined state releasable area (not shown) having the same effect under the same conditions is displayed.
[0104] Returning to FIG. 13, when the user terminal 10 receives a predetermined state release instruction operation from the user U by the operation specifying unit 16 (S507: YES), the terminal side generation unit 19 generates release instruction operation data and transmits it to the server 30 as game operation data (S508). If the user terminal 10 does not receive a predetermined state release instruction operation from the user U (S507: NO), the process ends as it is.
[0105] When the server 30 receives game operation data indicating an instruction to release a predetermined state transmitted from the user terminal 10 (S509), the predetermined state release unit 40 releases the predetermined state of the character that satisfies the specified end condition of the predetermined state (S510). Then, the server-side generation unit 36 generates data indicating information notifying that the predetermined state has been released, and transmits the data to the user terminal 10 as game progress data (S511). As described above, the character whose predetermined state has been released becomes available for use again in the game with changed capabilities.
[0106] When the user terminal 10 receives the above game progress data transmitted from the server 30, the display processing unit 21 displays information notifying that the predetermined state has been released based on that data (S512).
[0107] FIG. 14(b) is a diagram showing an example of a display screen displayed on the display of the user terminal 10 at this time, that is, an example of a display screen notifying that the predetermined state has been released. As shown in FIG. 14(b), a dialog box is displayed on the screen to inform the user that the predetermined state has been released (indicated as "Pickup Completed" in FIG. 14).
[0108] When the series of steps described above is completed, the predetermined state release process is completed. After that, while the user U is playing the game, or more precisely, while there are characters that have satisfied the end conditions of the predetermined state and have not yet been released, the series of steps described above are repeatedly executed. The above is an example of the predetermined condition release process at the predetermined condition setting point 51 or the bonus granting point 52.
[0109] [Abort Processing] Next, the interruption process will be described with reference to FIG. "Interruption processing" refers to the processing executed through the communication between the user terminal 10 and the server 30. During the game play, before the end condition of a predetermined state is satisfied, it refers to the processing of interrupting the predetermined state of the character based on an interruption instruction from the user U. Specifically, in the display screen indicating that the character is in the process of setting the predetermined state as shown in Fig. 11(a), it is the processing executed when the user U taps the "Stop training" button or the like.
[0110] As shown in Fig. 15, when the character is set to a predetermined state, first, the server 30 determines whether or not a predetermined period has elapsed since the character was set to the predetermined state by the ability change unit 39 (S601). As a result, if the predetermined period has not yet elapsed (S601: NO), the server-side generation unit 36 generates data indicating information indicating that the predetermined state is being set, and transmits it to the user terminal 10 as game progress data (S602). If the predetermined period has already elapsed (S601: YES), the process ends as it is.
[0111] When the user terminal 10 receives the above game progress data transmitted from the server 30, based on the data, the display processing unit 21 displays information indicating that the character is in the process of setting the predetermined state on the display as shown in Fig. 11(a) (S603). Then, when the user U taps the "Stop training" button or the like, the user terminal 10 receives an interruption instruction operation from the user U by the operation identification unit 16 (S604: YES), and the terminal-side generation unit 19 generates interruption instruction operation data and transmits it to the server 30 as game operation data (S605). If the interruption instruction operation is not received from the user U (S604: NO), the process ends as it is.
[0112] When the server 30 receives game operation data indicating an interruption instruction transmitted from the user terminal 10 (S606), the predetermined state release unit 40 releases the predetermined state of the designated character (S607). Then, the server-side generation unit 36 generates data indicating information notifying that the predetermined state has been interrupted and released, and transmits the data to the user terminal 10 as game progress data (S608). As described above, when the predetermined state is interrupted and ended, the abilities of the character do not change, and the character can be used again in the game.
[0113] When the user terminal 10 receives the above game progress data transmitted from the server 30, based on the data, the display processing unit 21 displays information notifying that the predetermined state has been interrupted and ended (S609).
[0114] When the series of steps described above is completed, the interruption process ends. Thereafter, while the user U is playing the game, strictly speaking, while the user U is setting the character to the predetermined state, the above series of steps is repeatedly executed. The above is an example of the interruption process.
[0115] <Other Embodiments> The present invention is not limited to the above embodiments. In the above embodiment, the program of the present invention is executed by the server 30 to function as the information processing apparatus of the present invention. However, part or all of the functions of the information processing apparatus of the server 30 may be provided in the user terminal 10. For example, functions corresponding to the position specifying unit 37, the predetermined state setting unit 38, the ability change unit 39, the predetermined state release unit 40, the privilege granting unit 41, the object conversion unit 42, the item granting unit 43, and the item consumption unit 44 may be provided in the user terminal 10.
[0116] In addition, in this embodiment, as an example of a game, an online game that utilizes data communication performed between the user terminal 10 operated by the user U and the server 30 has been described. However, the type of game is not particularly limited, and an offline game that does not require data communication may also be used. Further, for example, a social game that can be used only with a Web browser and an SNS (Social Networking Service) account may also be used.
[0117] In addition, in this embodiment, as an example of the ability change of a character that has ended a predetermined state, the upper limit release has been described. However, the ability change is not limited to this. For example, after the end of the predetermined state, the character's occupation may be changed from "warrior" to "priest", or the nature of the character's attack or defense may be changed from the "water" type to the "fire" type, etc., and the attributes may be changed. Also, in order to proceed with the battle against the enemy character advantageously, special abilities such as being able to inflict great damage on the enemy character, not being attacked by the enemy character, or being able to stop the movement of the enemy character may be obtained after the end of the predetermined state.
[0118] Also, depending on the location where the predetermined state setting point 51 is arranged, the type or effect of the ability change may be different. For example, if the predetermined state setting point 51 is arranged in an area where few people visit or an area that is difficult to visit, the effect obtained by the ability change may be increased. Also, if the predetermined state setting point 51 is arranged by the sea, an ability change due to the sea may be obtained, or if the predetermined state setting point 51 is arranged at a famous historical site, an ability change due to that famous historical site may be obtained, etc., and an ability change corresponding to each area may be performed. With such a setting, the entertainment of the game can be further enhanced while associating it with the location information, and at the same time, the effect of regional activation can also be expected.
[0119] <Summary> The main features of the program, information processing method, and information processing apparatus according to the present embodiment described above are as follows.
[0120] [1] The information processing apparatus according to the present embodiment includes a position specifying unit that specifies the position of the user on the map in the game based on the position information of the user, and a predetermined state setting unit that can set the character owned by the user in the game to a predetermined state when the position of the user on the map satisfies a predetermined position condition with respect to the first object arranged on the map, and an ability changing unit that changes the ability of the character when the end condition of the predetermined state is satisfied after the predetermined state is reached. According to the above information processing apparatus, in a game using the position information of the user, when the user satisfies a predetermined position condition with respect to the first object, the user can set the character used in the game to a predetermined state and change the ability. Therefore, the entertainment of the game can be enhanced while associating it with the position information, and the motivation of the user who wants to play the game can be aroused.
[0121] [2] The above information processing apparatus further includes a privilege granting unit that grants a privilege associated with the second object to the user when the position of the user on the map satisfies a predetermined position condition in relation to the second object arranged on the map. By doing so, the user can change the ability of the character with the first object and also obtain a privilege with the second object. Therefore, the entertainment of the game can be further enhanced while associating it with the position information, and the motivation of the user who wants to play the game can be further aroused.
[0122] [3] The above information processing apparatus further includes an object changing unit that changes a part of the plurality of second objects to the first object when a plurality of second objects are arranged. By doing so, when the second object that can obtain a privilege is changed to the first object that can change the character's ability, the user can enjoy the change of the object. Therefore, the entertainment of the game can be further enhanced while being associated with the position information, and the motivation of the user who wants to play the game can be further aroused.
[0123] [4] After satisfying the end condition, when the position of the user on the map satisfies a predetermined position condition with respect to either the first object or the second object, the above information processing apparatus further includes a predetermined state release unit that can release a predetermined state. By doing so, when the user satisfies a predetermined position condition with respect to the first object or the second object, the user can release the character with the changed ability from the predetermined state. Therefore, the entertainment of the game can be further enhanced while being associated with the position information, and the motivation of the user who wants to play the game can be further aroused.
[0124] [5] The above information processing apparatus satisfies the end condition by continuing the predetermined state for a predetermined period. By doing so, although the user can change the ability of the character used in the game, since it is necessary to continue the predetermined state for a predetermined period in order to change the ability of the character, the difficulty level of the game does not easily decrease. Therefore, the entertainment of the game can be enhanced while being associated with the position information, and the motivation of the user who wants to play the game can be further aroused.
[0125] [6] The above information processing apparatus further includes an item giving unit that gives the user a first item that shortens the predetermined period according to the consumption amount and a second item that ends the predetermined period by consuming it, and an item consumption unit that preferentially consumes the first item over the second item when consuming the first item or the second item. By doing so, the user can efficiently change the character's ability by consuming the assigned first item or second item. Therefore, the entertainment of the game can be enhanced while being associated with the location information, and the desire of the user who wants to play the game can be further aroused.
[0126] [7]The character set to a predetermined state by the above information processing apparatus cannot be used in the game. By doing so, although the user can change the ability of the character used in the game, the character cannot be used in the game while it is in the predetermined state in order to change the character's ability. Therefore, the difficulty level of the game will not easily decrease. Therefore, the entertainment of the game can be enhanced while being associated with the location information, and the desire of the user who wants to play the game can be further aroused.
[0127] [8]The above information processing apparatus can interrupt the predetermined state before satisfying the end condition. By doing so, the user can interrupt at any timing even while the character is in the predetermined state in order to change the character's ability. Therefore, the entertainment of the game can be enhanced while being associated with the location information, and the desire of the user who wants to play the game can be further aroused.
[0128] [9]The number of characters that can be set to the predetermined state simultaneously by the above information processing apparatus is limited to a predetermined number. By doing so, although the user can change the ability of the character used in the game, since the number of characters whose abilities can be changed simultaneously is limited, the user will carefully and strictly select the characters to be in the predetermined state. Therefore, the entertainment of the game can be enhanced while being associated with the location information, and the desire of the user who wants to play the game can be further aroused.
[0129]
[10] Among the characters that can be set to a predetermined state, the information processing apparatus described above uses specific characters that satisfy specific conditions among the characters. By doing so, although the user can change the abilities of the characters used in the game, since the characters whose abilities can be changed are limited to specific characters, the difficulty level of the game will not easily decrease, and the characters to be set to the predetermined state will be carefully and strictly selected. Therefore, the entertainment value of the game can be enhanced while being associated with the position information, and the motivation of the user who wants to play the game can be further aroused.
[0130]
[11] Also, according to the information processing method according to the present embodiment, the computer identifies the position of the user on the map in the game based on the position information of the user, and when the position of the user on the map satisfies a predetermined position condition with respect to the first object arranged on the map, the character owned by the user in the game can be set to a predetermined state, and after the predetermined state is reached, when the end condition of the predetermined state is satisfied, the ability of the character is changed. By doing so, in the game using the position information of the user, when the user satisfies a predetermined position condition with respect to the first object, the user can set the character used in the game to a predetermined state and change the ability. Therefore, the entertainment value of the game can be enhanced while being associated with the position information, and the motivation of the user who wants to play the game can be aroused.
[0131]
[12] Also, according to the program according to the present embodiment, it is a program executed by a computer, which causes the computer to identify the position of the user on the map in the game based on the position information of the user, and when the position of the user on the map satisfies a predetermined position condition with respect to the first object arranged on the map, enables the character owned by the user in the game to be set to a predetermined state, and after the predetermined state is reached, when the end condition of the predetermined state is satisfied, changes the ability of the character. In this way, in a game using the user's position information, when the user satisfies a predetermined position condition with respect to the first object, the user can set the character used in the game to a predetermined state and change the ability. This makes it possible to increase the entertainment value of the game in relation to the position information, and to arouse the user's desire to play the game. [Explanation of symbols]
[0132] 10 User terminal 11 Processors 12 Storage device 13 Communication Interface 14 Input Devices 15 Output Devices 16 Operation specific part 17 Location information acquisition section 18 Terminal side memory unit 19 Terminal side generation unit 20 Terminal side transmitting / receiving unit 21 Display processing section 30 Servers 31 Processors 32 Storage device 33 Communication Interface 34 Server side storage unit 35 Server side transmission / reception unit 36 Server-side generation unit 37 Location identification part 38 Predetermined state setting unit 39 Ability Change Section 40 Predetermined state release section 41 Benefits Granting Department 42 Object conversion section 43 Item Granting Department 44 Item Consumption Department 51 Predetermined state setting point 52 Bonus points 53 Predetermined state setting area 54 Area where a specified state can be released G GPS satellite N Network P Player S Location Information Game System U User
Claims
【Claim 1】 A position specifying unit that specifies the position of the user on the map in the game based on the user's position information; A predetermined state setting unit that can set a character owned by the user in the game to a predetermined state when the position of the user on the map satisfies a predetermined position condition with respect to a first object arranged on the map; An ability changing unit that changes the ability of the character when the end condition of the predetermined state is satisfied after the predetermined state is reached; An information processing apparatus, characterized by comprising the above.
Citation Information
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