Program and system

By differentiating multiplayer transitions for new and existing players, the system simplifies the gaming experience for new players by reducing tutorial complexity and selective program installation, enhancing operability and engagement.

JP2025112180AActive Publication Date: 2025-07-31COLOPL
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Patent Information

Application Number
JP2024006334
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2025-07-31
Estimated Expiration
2044-01-18

AI Technical Summary

Technical Problem

New players face complexity in starting multiplayer games due to the need for tutorials and additional program downloads, which complicates the operations required to play.

Method used

The system differentiates multiplayer transitions for new and existing players, allowing new players to experience multiplayer without extensive tutorials or downloads by executing tutorials only when necessary and installing required programs selectively.

Benefits of technology

This approach enhances operability by enabling new players to engage in multiplayer games quickly, reduces tutorial time, and simplifies the installation process, thereby improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the operability of service.SOLUTION: A program differentiates a transition to a multi-play between a new player (S12: multi → S19) newly starting a game and an existing player (S15: multi → S16) having already started a game.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] BACKGROUND ART Conventionally, services (games) that provide content that multiple players can play together (for example, cooperative content, competitive content) have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5808824 Summary of the Invention [Problem to be solved by the invention]

[0004] However, new players must complete a tutorial or download additional programs before they can play multiplayer games, which creates the problem that the operations required to play multiplayer games are complicated for new players.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to improve the operability of services. [Means for solving the problem]

[0006] In order to solve the above problem, the program of the present invention causes a computer to make the transition of multiplayer different between a new player who is starting a game and an existing player who has already started the game. [Effects of the Invention]

[0007] According to the present invention, the operability of the service is improved.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Embodiments for Carrying Out the Invention

[0009] Hereinafter, the system 1 according to the embodiment will be described with reference to the drawings. It should be noted that the embodiments of the present invention described below are examples when embodying the present invention, and do not limit the scope of the present invention to the scope of the description of the embodiments. Therefore, the present invention can be implemented with various modifications to the embodiments.

[0010] [Outline of System 1] FIG. 1 is a diagram showing an overview of the system 1 according to the present embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10 and user terminals 20A, 20B, 20C, 20D (hereinafter, these may be collectively referred to as "user terminal 20"). Although four user terminals 20 are illustrated in FIG. 1, the example of the user terminal 20 included in the system 1 is not limited to this. The game server 10 and the user terminal 20 are connected so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and for example, it is configured by the Internet, a mobile communication system (for example, 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.

[0011] The system 1 is a game system that realizes a game (an example of a service) on the user terminal 20. The game realized by the system 1 is, for example, an online game realized on each of the plurality of user terminals 20 by the game server 10 and the plurality of user terminals 20 communicating with each other. However, the game may include offline content that is completed on one user terminal 20. Hereinafter, a user who operates the user terminal 20 to play a game is referred to as a "player".

[0012] Also, the game includes a plurality of contents. Content refers to, for example, a mini-game having an achievement goal (e.g., raising an avatar, clearing a puzzle, annihilating enemy characters, winning in sports), and may also be called a "mission", "quest", "task", etc. The content includes solo content that a player plays alone and multi-content that a plurality of players play together. Note that the solo content includes content in which a single player and an NPC (Non Player Character) play together. Also, the multi-content includes, in addition to content in which a plurality of players cooperate or compete, content in which the results (e.g., obtained scores, obtained items, obtained experience points, etc.) of the content played independently by each player are shared (e.g., combined and obtained) by a plurality of players. Hereinafter, a player playing solo content may be referred to as "playing solo", and a player playing multi-content may be referred to as "playing multi-player".

[0013] As an example, the game realized by the system 1 is a so-called "sandbox game" that aims to place objects (e.g., houses, stores, fields, farms, etc.) in a predetermined area and grow the placed objects. The sandbox game includes content (e.g., puzzles, quizzes, dressing up) whose achievement goal is to obtain resources (game media) necessary for building objects. Also, this content may be played as solo content or as multi-content. Furthermore, when this content is played as multi-content, the results that can be obtained may increase compared to when it is played as solo content.

[0014] As another example, the game realized by system 1 is a so-called "raising game" in which an avatar is grown by defeating enemy characters. The raising game has, for example, content (such as defeating enemy characters and moving to a destination) whose achievement goal is to obtain equipment (game media) such as weapons and armor to be equipped on the avatar, items (game media) for strengthening the equipment, and items (game media) for improving the state of the avatar. Also, this content may be played as single-player content or as multi-player content. Further, when this content is played as multi-player content, a plurality of players can play in cooperation.

[0015] As yet another example, the game realized by system 1 is a so-called "sports game" in which an avatar plays a sport (such as golf or tennis). The sports game has, for example, content (such as playing a sport) whose achievement goal is to obtain tools (game media) such as clubs and rackets to be equipped on the avatar and items (game media) for strengthening the tools. Also, this content may be played as single-player content or as multi-player content. Further, when this content is played as multi-player content, a plurality of players can play in a competition against each other.

[0016] Note that the specific examples of the game realized by system 1 are not limited to the examples described above, and may be a puzzle game, a board game, a quiz game, a simulation game, a role-playing game, or the like. Also, the examples of the game media obtained in the content are not limited to the examples described above. As other examples, game media for changing the appearance of the avatar (such as clothing and accessories) and game media for decorating a home (such as furniture) may be used. An avatar is, for example, a three-dimensional object having three-dimensional coordinates and having a solid shape. An avatar is an example of a character that is a double of a player operating within a game field (virtual space). However, the specific example of the character is not limited to an avatar in the form of a human, and may be an animal, a monster, a robot, or the like.

[0017] [Configuration of Game Server 10] FIG. 2 is a hardware configuration diagram of the game server 10. The game server 10 realizes an online game by synchronizing the game data of each of a plurality of user terminals 20. Further, an additional program (hereinafter referred to as "additional PG") described later is stored in the game server 10. Furthermore, the game server 10 transmits the additional PG to the user terminal 20 through the communication network 2 in response to a request from the user terminal 20. The game server 10 is realized by a general-purpose computer such as a workstation or a personal computer, for example. As shown in FIG. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.

[0018] The processor 11 realizes the processing described later by executing a series of instructions included in the server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other devices.

[0019] The memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded from the storage 13, for example. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.

[0020] Storage 13 permanently holds the server program 13P and data. Storage 13 is implemented as, for example, a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage devices. Also, Storage 13 may be implemented as a removable storage device such as a memory card. As yet another example, instead of being built into the game server 10, Storage 13 may be connected to the game server 10 as an external storage device. According to such a configuration, for example, in a scenario where a plurality of user terminals 20 are used, such as in an amusement facility, it becomes possible to batch-update the server program 13P and data.

[0021] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, and a sensor to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is implemented using, for example, a USB (Universal Serial Bus), a DVI (Digital Visual Interface), an HDMI (registered trademark) (High-Definition Multimedia Interface), or other terminals.

[0022] The communication interface 15 communicates with other devices (e.g., the user terminal 20) connected to the communication network 2. The communication interface 15 is implemented as, for example, a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0023] [Configuration of User Terminal 20] The user terminal 20 is implemented as, for example, a head-mounted display (HMD) set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, or the like. In the present embodiment, as shown in FIG. 1, an example of the user terminal 20 as a tablet terminal will be described.

[0024] FIG. 3 is a hardware configuration diagram of the user terminal 20. As shown in FIG. 3, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.

[0025] The configurations of the processor 21, the memory 22, the storage 23, and the communication IF 25 are common to the processor 11, the memory 12, the storage 13, and the communication IF 15 of the game server 10. Further, the storage 23 stores a terminal program 23P.

[0026] As shown in FIG. 1, for example, the monitor 31 is provided on the surface of a flat housing. The monitor 31 is a display device (display unit) that displays an image or video. The camera 33 is attached to the surface of the flat housing and is a so-called in-camera that captures the face of the user who views the monitor 31. The camera 34 is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and is a so-called out-camera that captures the surroundings.

[0027] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into speech and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.

[0028] The motion sensor 41 detects the movement of the housing (for example, rotation around three axes orthogonal to each other). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0029] The operation device 42 receives an input (operation) of an instruction from the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and receives various touch operations by the user. That is, the monitor 31 according to the present embodiment is a touch panel type display unit. As another example, the user terminal 20 may include a controller having buttons, an operation stick, or the like as the operation device 42.

[0030] [Structure of Terminal Program 23P] FIG. 4 is a schematic diagram showing an example of the stack structure of the terminal program 23P. The terminal program 23P is a program that causes the user terminal 20 to execute a game realized by the system 1. As shown in FIG. 4, the terminal program 23P constitutes a program stack with a basic program (hereinafter referred to as "basic PG") and a plurality of additional PGs 1 to 4. Note that the number of additional PGs is not limited to four, and may be one or more, or there may be no additional PGs.

[0031] The basic PG is a program in which basic functions for starting the game are implemented. Further, the basic PG is a program in which functions for executing initial processing (S32, S42) described later are implemented. Furthermore, the basic PG is the first program to be installed in the user terminal 20 among the programs (basic PG, additional PGs 1 to 4) that realize the game. The basic PG is stored, for example, in a program server operated by the OS provider of the user terminal 20. Then, the user of the user terminal 20 searches for and downloads the basic PG of the desired game from the list of programs stored in the program server, and installs it in the user terminal 20. Thereby, the game becomes executable.

[0032] The additional PG is a program that adds new functions to the basic PG. More specifically, the additional PG is a program that corrects defects in the basic PG or a program in which new content not implemented in the basic PG is implemented. The additional PG is sequentially created by the game operator and stored in the game server 10. When the basic PG is launched on the user terminal 20, the additional PG not installed on the user terminal 20 is downloaded from the game server and installed on the user terminal 20.

[0033] Note that the multi-content executed in steps S16 and S19 of FIG. 7 may be implemented in the basic PG as shown in FIG. 4(A), may be implemented in the additional PG2 as shown in FIG. 4(B), may be implemented in other additional PGs 1, 3, and 4, or may be implemented across a plurality of programs (for example, basic PG1 + additional PG2).

[0034] [Data Example of Player Database] FIG. 5 is a data example of the player database. The player database is a database that manages information about players of the game realized by the system 1. The player database is stored, for example, in the storage 13 of the game server 10. However, some of the items in the player database (for example, program version, first-time flag, tutorial flag, multiplayer flag) may be stored in the storage 23 of the user terminal 20.

[0035] The player database has one or more player records corresponding to the players of the game. That is, each time a new player joins the game (for example, when the basic PG is installed on the user terminal 20), a new player record is added. As shown in FIG. 5, the player record includes, for example, a player ID, a player name, a level, a program version, a first-time flag, a tutorial flag, and a multiplayer flag. Note that the information registered in the player record is not limited to the above example. As another example, various pieces of player-specific information related to the game, such as the progress of the game and the game media possessed (equipped) by the player, can be registered in the player record.

[0036] The player ID is an identifier that uniquely identifies a player in the game. The player ID is uniquely assigned by the game server 10 each time a new player joins the game. The player name is the name of the player (or avatar) in the game, and is arbitrarily set by the player, for example, in the first-time process (S32, S42). The level is a value representing the proficiency of the game, and may also be called a rank, a grade, a stage, etc. The level gradually increases according to the play result of the game by the player. Also, as the level increases, the status of the player (for example, vitality, combat power, skills) improves.

[0037] The program version is a value indicating the version of the terminal program 23P installed on the user terminal 20. In the present embodiment, among the program stacks shown in FIG. 4, the names of the already installed programs are described, but generally, it is expressed as a numerical value (for example, "1.1", "2.4", etc.). The program version is updated each time a new additional PG is installed on the user terminal 20.

[0038] The initial flag is a flag indicating whether a player indicated by a program record has executed the initial process. The initial flag is set to either a first value "Yes" indicating that the initial process has not been executed yet, or a second value "No" indicating that the initial process has already been executed. The initial value of the initial flag at the time when the basic PG is installed in the user terminal 20 is the first value "Yes". And when the initial process is executed in steps S32 and S42, the second value "No" is set in the initial flag.

[0039] The tutorial flag is a flag indicating whether a tutorial (S37) described later has been played. The tutorial flag is set to either a third value "No" indicating that the tutorial has not been played yet, or a fourth value "Yes" indicating that the tutorial has already been played. The initial value of the tutorial flag at the time when the basic PG is installed in the user terminal 20 is the third value "No". And when the tutorial is played in step S37, the fourth value "Yes" is set in the tutorial flag.

[0040] The multiplayer flag is a flag indicating whether multiplayer has been played before solo play (in other words, before playing the tutorial). The multiplayer flag is set to either a fifth value "No" indicating that multiplayer has not been played, or a sixth value "Yes" indicating that multiplayer has been played. The initial value of the multiplayer flag at the time when the basic PG is installed in the user terminal 20 is the fifth value "No". And when a new player plays multiplayer in step S19, the sixth value "Yes" is set in the multiplayer flag.

[0041] A new player refers to a player who newly starts a game. In other words, a new player refers to a player who has not played any of the content (more specifically, solo content) included in the game. An existing player refers to a player who has already started the game. In other words, an existing player refers to a player who has already played the content (more specifically, solo content) included in the game.

[0042] Hereinafter, player ID "001" corresponds to player A of user terminal 20A, player ID "002" corresponds to player B of user terminal 20B, player ID "003" corresponds to player C of user terminal 20C, and player ID "004" corresponds to player D of user terminal 20D. That is, players A, B, and C are "existing players", and player D is a "new player".

[0043] [Game control process] FIG. 6 is a flowchart of the game control process. The terminal program 23P realizes a game on the user terminal 20 by causing the user terminal 20 to execute the game control process shown in FIG. 6. More specifically, the terminal program 23P executes the game control process using the hardware of the user terminal 20.

[0044] First, the terminal program 23P causes the user terminal 20 to execute the title screen display process (S11). The title screen display process is a process of displaying the title screen shown in FIG. 10 on the monitor 31. Variations of the title screen display process will be described later with reference to FIGS. 9 and 10. Here, assuming that the title screen shown in FIG. 10(A) is displayed on the monitor 31, the following process will be described.

[0045] The title screen shown in FIG. 10(A) includes the game title "〇×△ Game", a [Solo] icon, and a [Multi] icon. The [Solo] icon is an icon that accepts an operation by a player who selects solo content included in the game. The [Multi] icon is an icon that accepts an operation by a player who selects multi content included in the game. Then, the terminal program 23P accepts an operation by the player on the title screen through the operation device 42 (S12).

[0046] Next, when the terminal program 23P receives, through the operation device 42, the operation of the player who selects the [SOLO] icon (that is, the player selects solo play) (S12: SOLO), it executes preprocessing 1 (S13). Preprocessing 1 is the processing to be executed before allowing the player to play solo. The details of preprocessing 1 will be described later with reference to FIG. 7.

[0047] Next, the terminal program 23P executes solo content (S14). More specifically, the terminal program 23P causes the game screen of the solo content to be displayed on the monitor 31 and receives, through the operation device 42, the operation of the player who advances the game (S15). Then, the terminal program 23P advances the game according to the operation of the player through the operation device 42 and updates the game screen on the monitor 31 according to the progress of the game (S15: OTHER → S14).

[0048] Also, in the process of repeating steps S14 - S15, the terminal program 23P receives, through the communication IF25, game data necessary for the execution of the solo content from the game server 10. Further, in the process of repeating steps S14 - S15, the terminal program 23P transmits, through the communication IF25, game data indicating the result of the game (for example, level up, acquired or consumed game media) to the game server 10. By repeating these processes, the game progresses on the user terminal 20 and the result of the game is reflected in the player record.

[0049] Also, the game screen of the solo content includes a [MULTI] icon and an icon. The [MULTI] icon is an icon that receives the operation of the player who selects the multi - content included in the game. The icon is an icon that receives the operation of the player who selects the end of the game (game control process).

[0050] Then, when the terminal program 23P receives an operation of a player selecting a [Multi] icon through the operation device 42 (that is, when the player selects multi-play) (S15: Multi), it executes multi-content (S16). As a method of executing multi-content, any known method can be adopted. For example, there are the following methods. Hereinafter, a case where players A and B of the user terminals 20A and 20B both perform multi-play will be described.

[0051] First, each of the terminal programs 23P of the user terminals 20A and 20B causes the monitor 31 to display a [Keyword Generation] icon and a text box for inputting a keyword. Next, when the terminal program 23P of the user terminal 20A receives an operation of player A selecting the [Keyword Generation] icon through the operation device 42, it causes the keyword generated by the game server 10 to be displayed on the monitor 31 of the user terminal 20A. Next, player B inputs the keyword displayed on the user terminal 20A into the text box through the operation device 42 of the user terminal 20B. The terminal program 23P of the user terminal 20B transmits the keyword input by player B through the operation device 42 to the game server 10 through the communication IF 25.

[0052] Thereby, the game server 10 recognizes that players A and B both perform multi-play. Thereafter, the process of executing multi-content on the user terminals 20A and 20B is the same as in the case of solo content. On the other hand, the game server 10 transmits the game data received from one of the user terminals 20A and 20B to the other of the user terminals 20A and 20B. Thereby, multi-content is executed synchronously on the user terminals 20A and 20B. That is, players A and B can play the multi-content realized on their respective user terminals 20A and 20B together.

[0053] Also, when the multi-content ends, the terminal program 23P causes a result screen showing the multi-play result to be displayed on the monitor 31. The result screen includes a [Solo] icon, a [Multi] icon, and an [End] icon (S17). And when the terminal program 23P receives an operation of a player selecting the [Multi] icon through the operation device 42 (that is, when the player selects multi-play) (S17: Multi), it executes the multi-content again.

[0054] Also, when the terminal program 23P receives an operation of a player selecting the [Solo] icon through the operation device 42 (S17: Solo), it ends the multi-content and returns to the solo content. At this time, the multi-play result (for example, level increase, game media obtained or consumed) is reflected in the player record and carried over to the solo content to be executed later. That is, players A and B can play solo at the level increased in multi-play and can use the game media obtained in multi-play in the solo content.

[0055] Furthermore, when the terminal program 23P receives an operation of a player selecting the [End] icon in steps S15 and S17 through the operation device 42 (S15: End / S17: End), it ends the game control process.

[0056] On the other hand, when the terminal program 23P receives an operation of a player selecting the [Multi] icon displayed on the title screen through the operation device 42 (S12: Multi), it executes preprocessing 2 (S18). Preprocessing 2 is a process to be executed before allowing the player to perform multi-play. The details of preprocessing 2 will be described later with reference to FIG. 8.

[0057] Next, the terminal program 23P executes the multi-content and sets the sixth value "Yes" to the multi-play flag (S19). The specific method of executing the multi-content is the same as that in step S16. Also, when the multi-play ends, the terminal program 23P displays a [Multi] icon and an [End] icon on the result screen showing the result of the multi-play (S20). Then, when the terminal program 23P receives an operation of a player selecting the [Multi] icon through the operation device 42 (S20: Multi), it executes the multi-content again. Also, when the terminal program 23P receives an operation of a player selecting the [End] icon through the operation device 42 (S20: End), it ends the game control process.

[0058] Note that the game control process is executed on each of the user terminals 20A to 20D. As an example, players A and B of the user terminals 20A and 20B that each execute step S16 can play multiplayer together. As another example, player A of the user terminal 20A that executes step S16 and player D of the user terminal 20D that executes step S19 can play multiplayer together. However, the number of players playing multiplayer together is not limited to two and may be three or more.

[0059] [Preprocessing 1] Figure 7 is a flowchart of preprocessing 1. First, the terminal program 23P determines the set value of the first-time flag (that is, whether the player of the user terminal 20 has executed the first-time process) (S31). In the example of Figure 4, it is determined that players A, B, and C have executed the first-time process, and it is determined that player D has not executed the first-time process.

[0060] Next, when the terminal program 23P of the user terminal 20D determines that the first-time flag of player D is set to the first value "Yes" (S31: Yes), it executes the first-time process and sets the second value "No" to the first-time flag of player D (S32). On the other hand, when the terminal programs 23P of the user terminals 20A, 20B, and 20C determine that the second value "No" is set to the first-time flags of players A, B, and C (S31: No), they skip the process of step S32.

[0061] The first-time process is a process that requires a new player to give consent, confirmation, and perform operations before solo play and multiplayer play for the first time. On the other hand, the first-time process is unnecessary for existing players. The first-time process includes, for example, at least a process of having a new player consent to the game's terms of use. In addition, the first-time process may include consent to the game's privacy policy, presentation of information regarding tracking of player information, input of a player name, creation of an avatar, etc. Furthermore, specific examples of the first-time process are not limited to the examples described above.

[0062] Next, the terminal program 23P compares the program version of the terminal program 23P installed in the user terminal 20 with the program version of the latest additional PG stored in the game server 10 (S33). Assuming that the latest additional PG is "Additional PG4", the terminal programs 23P of the user terminals 20B and 20C are in the latest state, and the terminal programs 23P of the user terminals 20A and 20D are not the latest.

[0063] Next, if the terminal program 23P of the user terminal 20A determines that the terminal program 23P is not the latest (S33: No), it downloads all the additional PG4s that have not yet been installed from the game server 10 through the communication IF25 and installs them on the user terminal 20A (S34). Also, if the terminal program 23P of the user terminal 20D determines that the terminal program 23P is not the latest (S33: No), it downloads all the additional PG1, 2, 3, 4s that have not yet been installed from the game server 10 through the communication IF25 and installs them on the user terminal 20D (S34). On the other hand, if the terminal programs 23P of the user terminals 20B and 20C determine that the terminal program 23P is the latest (S33: Yes), they skip the process of step S34.

[0064] Next, the terminal program 23P determines the setting value of the tutorial flag (that is, whether the player of the user terminal 20 has already played the tutorial) (S35). Then, if the terminal programs 23P of the user terminals 20A, 20B, and 20C determine that the fourth value "Yes" is set in the tutorial flags of players A, B, and C (S35: Yes), they skip the processes after step S36 and end the preprocessing 1. On the other hand, if the terminal program 23P of the user terminal 20D determines that the third value "No" is set in the tutorial flag of player D (S35: No), it executes the processes after step S36.

[0065] The terminal program 23P of the user terminal 20D determines the setting value of the multiplayer flag of player D (that is, whether player D played multiplayer in step S19) (S36). Then, when the terminal program 23P of the user terminal 20D determines that the fifth value "No" is set in the multiplayer flag (S36: No), it executes the tutorial prior to the solo play (S16), sets the fourth value "Yes" in the tutorial flag (S37), and ends the preprocessing 1.

[0066] A tutorial is something that enables new players to smoothly play a game (more specifically, solo content). It prompts new players to actually operate and acquire knowledge about the rules and operation methods of solo content, the usage and collection methods of game media, etc. That is, when executing a tutorial, generally other operations (such as the operation to start multi-content) are restricted. In other words, a new player cannot play multiplayer at step S16 in FIG. 6 until the tutorial is completed.

[0067] On the other hand, when the terminal program 23P of the user terminal 20D determines that the sixth value “Yes” is set in the multiplayer flag (S36: Yes), it causes the monitor 31 to display a tutorial selection screen. The tutorial selection screen is a screen that allows a new player D to select whether to play the tutorial or not. The tutorial selection screen includes, for example, a [Play] icon for selecting to play the tutorial and an [Omit] icon for selecting to omit the tutorial. Then, the terminal program 23P of the user terminal 20D receives an operation of the player D on the tutorial selection screen through the operation device 42 (S38).

[0068] When the terminal program 23P of the user terminal 20D receives an operation of the player D selecting the [Play] icon through the operation device 42 (S38: Yes), it executes the process of step S37 and ends the preprocessing 1. On the other hand, when the terminal program 23P of the user terminal 20D receives an operation of the player D selecting the [Omit] icon through the operation device 42 (S38: No), it omits the tutorial, sets the fourth value “Yes” in the tutorial flag, and ends the preprocessing 1.

[0069] [Preprocessing 2] FIG. 8 is a flowchart of the preprocessing 2. Note that a detailed description of the common points with the preprocessing 1 is omitted, and the description will focus on the differences.

[0070] First, the terminal program 23P determines the set value of the first-time flag (S41). Then, next, when the terminal program 23P of the user terminal 20D determines that the first value "Yes" is set in the first-time flag of player D (S41: Yes), it executes the first-time process and sets the second value "No" in the first-time flag of player D (S42). On the other hand, when the terminal programs 23P of the user terminals 20A, 20B, and 20C determine that the second value "No" is set in the first-time flags of players A, B, and C (S41: No), they skip the process of step S42.

[0071] Next, the terminal program 23P determines whether a program necessary for executing the multi-content (hereinafter referred to as "additional PG") among the program stacks shown in FIG. 4 has already been installed in the user terminal 20 (S43). And when the terminal program 23P determines that the necessary PG has not been installed yet (S43: No), it selectively downloads only the necessary PG among the additional PGs that have not been installed in the user terminal 20 from the game server 10, installs it in the user terminal 20 (S44), and ends the preprocessing 2. On the other hand, when the terminal program 23P determines that the necessary PG has already been installed (S43: Yes), it skips the process of step S44 and ends the preprocessing 2.

[0072] As an example, when the function of executing the multi-content is implemented in the basic PG (FIG. 4(A)), the terminal programs 23P of the user terminals 20A to 20D skip the process of step S44. As another example, when the function of executing the multi-content is implemented in the additional PG2 (FIG. 4(B)), the terminal program 23P of the user terminal 20D selectively installs only the additional PG2 among the additional PGs 1 to 4 in step S44. On the other hand, the terminal programs 23P of the user terminals 20A to 20C skip the process of step S44.

[0073] When comparing preprocessing 1 and 2, in preprocessing 1, all additional PGs are installed, while in preprocessing 2, only the necessary PGs are selectively installed. Also, in preprocessing 1, the tutorial is executed, while in preprocessing 2, the tutorial is omitted. As a result, the time required to execute preprocessing 2 is shorter compared to preprocessing 1.

[0074] [Operational effects of the embodiment] According to the above embodiment, existing players A to C can play multiplayer from the game screen of the solo content (S15: Multiplayer → S16), while new player D can play multiplayer from the title screen (S12: Multiplayer → S19). In this way, by making the multiplayer transition (screen transition) different between existing players A to C and new player D, new player D can experience the fun of the game without being required to perform complicated operations.

[0075] Note that in the above embodiment, existing players A to C can also play multiplayer from the title screen. However, since the initial process is not executed for existing players A to C in preprocessing 2 (S41: No), the transition when starting multiplayer via the title screen is also different between existing players A to C and new player D.

[0076] Also, according to the above embodiment, when new player D selects solo play (S12: Solo), a tutorial is executed (S37) prior to the solo play (S14). On the other hand, when new player D selects multiplayer (S12: Multiplayer), the tutorial is omitted (S18) and the multiplayer content (S19) is executed. Thereby, the time and operational complexity required for the tutorial can be omitted, allowing new player D to experience the fun of the game.

[0077] Also, a new player D who has played multiplayer before playing solo (in other words, before playing the tutorial) is considered to have acquired a certain degree of knowledge about how to operate the game. Therefore, in the above embodiment, when the new player D selects solo play after playing multiplayer (S35: No & S36: Yes), it is made possible to select whether to play the tutorial prior to solo play (S37 to S39). This can omit the time required for the tutorial and the complexity of the operations.

[0078] Note that the handling of the tutorial when the new player D plays multiplayer prior to solo play is not limited to the above example. As another example, the terminal program 23P may omit steps S36, S38, and S39 and execute the tutorial prior to solo play even when the new player D selects solo play after playing multiplayer. As yet another example, the terminal program 23P may omit step S38 and execute the solo play content omitting the tutorial when the new player D selects solo play after playing multiplayer.

[0079] Also, according to the above embodiment, the first-time processing is executed for the new player D in both of the preprocessings 1 and 2. That is, the new player D can always perform the necessary consents, confirmations, and operations before playing the game, regardless of whether playing solo content or multiplayer content first.

[0080] Also, in the above embodiment, the terminal program 23P (basic PG) causes all additional PGs to be installed on the user terminal 20D when the new player D selects solo play (S12: solo → S34). On the other hand, the terminal program 23P (basic PG) selectively installs only the necessary PGs required for executing the multiplayer content among the additional PGs 1 to 4 on the user terminal 20D when the new player D selects multiplayer (S12: multiplayer → S44). This can shorten the waiting time until the new player D starts the experience play of the multiplayer content.

[0081] Also, according to the above embodiment, the game media obtained by each of the players A to D in multiplayer can be carried over to the content of single-player. Thereby, an incentive to invite the new player D to play multiplayer together can be given to the existing players A to C. This becomes even more prominent by setting the acquisition rate of the game media in multiplayer higher than that in single-player.

[0082] [Modification Example 1] FIG. 9 is a flowchart of the title screen display process. FIG. 10 is a diagram showing variations of the title screen. In step S11 of FIG. 6, an example in which the title screen shown in FIG. 10(A) is always displayed has been described, but the display mode of the title screen (more specifically, the display mode of the [Multi] icon) is not limited to this. As another example, the terminal program 23P may execute the title screen display process shown in FIG. 9(A) or FIG. 9(B) in step S11 of FIG. 6.

[0083] As an example of the title screen display process, as shown in FIG. 9(A), the terminal program 23P determines the set value of the first-time flag (S51). Then, when the terminal program 23P determines that the first-time flag is set to the first value "Yes" (in other words, a new player) (S51: Yes), as shown in FIG. 10(A), the [Single] icon and the [Multi] icon are displayed on the title screen (S52). On the other hand, when the terminal program 23P determines that the first-time flag is set to the second value "No" (in other words, an existing player) (S51: No), as shown in FIG. 10(B), the [Single] icon is displayed on the title screen and the [Multi] icon is made non-displayable (S53).

[0084] According to the example of FIG. 9(A), multi-play via the title screen is allowed only for the new player D, and existing players A to C can perform multi-play from the game screen of solo content. That is, the transition to multi-play between existing players A to C and new player D can be clearly differentiated. Also, existing players A to C have already completed the initial process and tutorial, and at least a part of the installation of additional PGs 1 to 4 has also been completed. Therefore, even if existing players A to C are allowed to perform multi-play from the game screen of solo content, the increase in waiting time and the complexity of operations will not be as large as that of new player D.

[0085] As another example of the title screen display process, as shown in FIG. 9(B), the terminal program 23P of the user terminal 20D determines whether other user terminals 20A to 20C exist within a threshold range centered on the user terminal 20D (that is, whether there are other players A to C near player D) (S55). Any known method can be adopted as the method for the terminal program 23P of the user terminal 20D to detect other user terminals 20A to 20C. For example, the following methods are conceivable.

[0086] As an example, the terminal program 23P may detect user terminals 20A to 20C that can be connected by the user terminal 20D via Bluetooth (registered trademark). As another example, the terminal programs 23P of each of the user terminals 20A to 20D may transmit the position of their own device detected by GPS (Global Positioning System) to the game server 10 through the communication IF25. Also, in step S55, the terminal program 23P of the user terminal 20D may receive information (for example, the player ID and player name of the player of the user terminal 20) for specifying the user terminals 20A to 20C existing within the threshold range centered on its own device from the game server 10 through the communication IF25.

[0087] Then, when other user terminals 20A and 20B exist within the threshold range centered on the user terminal 20D (S55: Yes), as shown in FIG. 10(C), the terminal program 23P of the user terminal 20D displays the [SOLO] icon, the [ABC] icon, and the [KLM] icon on the title screen (S56). The [ABC] icon is an icon for selecting to play multiplayer with player A of the user terminal 20A existing within the threshold range. The [KLM] icon is an icon for selecting to play multiplayer with player B of the user terminal 20B existing within the threshold range.

[0088] That is, the terminal program 23P presents players A and B of the user terminals 20A and 20B existing within the threshold range to player D through the title screen. On the other hand, the icon corresponding to player C of the user terminal 20C that does not exist within the threshold range centered on the user terminal 20D is not displayed on the title screen.

[0089] Next, the terminal program 23P receives an operation of player D selecting one of the [SOLO] icon, the [ABC] icon, and the [KLM] icon through the operation device 42. That is, the terminal program 23P enables player D to select a player to play multiplayer with from among players A and B presented through the title screen. Then, when the terminal program 23P receives an operation of selecting the [ABC] icon through the operation device 42 (S12: Multiplayer), in step S18 after executing step S18, it plays multiplayer with player A.

[0090] More specifically, the terminal program 23P may send a start request for multi-content including the player ID “001” corresponding to the [ABC] icon selected by player D to the game server 10 through the communication IF25. Then, in response to receiving this start request from the user terminal 20D, the game server 10 may synchronize and advance the multi-content on the user terminals 20A and 20D. In this case, the above-described procedure for generating and inputting keywords may be omitted.

[0091] On the other hand, when there are no other user terminals 20A, 20B, 20C within the threshold range centered on its own device (S55: No), the terminal program 23P of the user terminal 20D displays the [SOLO] icon on the title screen and hides the [MULTI] icon as shown in FIG. 10(B) (S57).

[0092] According to the example of FIG. 9(B), when multiple players A and B playing the game are nearby, the operation for multiplayer with the desired player A can be simplified. Thereby, the operability of the game is further improved.

[0093] Note that the display example of the title screen in step S56 is not limited to FIG. 10(C), and FIG. 10(B) may also be used. That is, when any of the other user terminals 20A to 20C exists within the threshold range centered on its own device (S55: Yes), the terminal program 23P of the user terminal 20D may enable selection of solo play and multiplayer (S56). On the other hand, when there are no other user terminals 20A to 20C within the threshold range centered on its own device (S55: No), the terminal program 23P of the user terminal 20D may enable selection of solo play and disable selection of multiplayer (S57).

[0094] [Modification Example 2] For example, when an existing player A and a new player D play multiplayer together, the terminal programs 23P of the user terminals 20A and 20D may change the multiplayer content according to the parameters (e.g., level, rank, strength) of the existing player A and the new player D. More specifically, the terminal programs 23P of the user terminals 20A and 20D may equalize the difficulty level of the multi-content played by the existing player A and the new player D. Examples of methods for equalizing the difficulty level include the following methods.

[0095] As an example, during multiplayer play, the terminal program 23P of the user terminal 20D may raise the level of player D to the level of player A. As another example, during multiplayer play, the terminal program 23P of the user terminal 20D may allow player A to use the game medium possessed by player D. As another example, during multiplayer play, the terminal program 23P of the user terminal 20A may lower the level of player A to the level of player D. As yet another example, the terminal programs 23P of the user terminals 20A and 20D may provide a handicap (e.g., the number of strokes in golf, the difficulty level of a puzzle) between players A and D to change the gameplay of the multi-content.

[0096] According to Modification 2, particularly in competitive multi-content, the difference in strength between the existing player A and the new player D is reduced, so that the new player D can experience the fun of the multi-content (game). Note that the process of leveling the difficulty may be executed on the user terminals 20A and 20D sides (i.e., the terminal program 23P) with the mediation of the game server 10, or the results executed on the game server 10 (i.e., the server program 13P) may be notified to the user terminals 20A and 20D.

[0097] Note that the specific method of changing the multi-player content is not limited to varying the difficulty for each player as described above. As another example, the terminal program 23P may vary the content design, the arrangement and type of game media, and the display mode between single-player play and multi-player play.

[0098] [Modification 3] Note that a limit may be set on the number of times multi-content can be played on the same user terminal 20 (in other words, by the same player). For example, an upper limit value may be set on the number of times multi-content can be played per day, and the number of play times may return to the upper limit value the next day. Also, the game server 10 may raise the upper limit value of the number of times multi-content can be played when the player makes a payment.

[0099] [Other Variations] In addition, the program according to the present invention is not limited to a single program and may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device and may be executed in a distributed manner on multiple devices. Furthermore, the role sharing between the game server 10 and the user terminal 20 is not limited to the aforementioned example. That is, a part of the processing of the game server 10 may be executed by the user terminal 20, or a part of the processing of the user terminal 20 may be executed by the game server 10.

[0100] Furthermore, part or all of each means realized by the program can also be realized by hardware such as an integrated circuit. Additionally, the program may be provided by being recorded on a non-transitory computer-readable recording medium. The recording medium refers to, for example, a hard disk, an SD card, a DVD, or a server on the Internet, etc.

[0101] [Appendix] The following summarizes some of the features of the present invention. [Problems] For example, the present invention aims to improve the operability of the service. [Solutions] (1) A program that causes a computer to make the transition for multi-play different between a new player who newly starts a game and an existing player who has already started the game. (2) In the program according to (1) above, when the new player selects solo play, the computer causes a tutorial to be executed, and when the new player selects the multi-play, the computer omits the tutorial and causes the multi-play content to be executed. A program. (3) In the program according to (2) above, when the new player selects solo play after the multi-play, the computer causes the tutorial to be executed. (4) In the program according to (2) above, when the new player selects the solo play after the multiplayer play, the computer is made to execute a process of allowing the new player to select whether to play the tutorial or not. A program. (5) In the program according to (2) above, before the new player performs the solo play or the multiplayer play, the computer is made to execute a process of having the new player consent to the terms of use of the game. A program. (6) In the program according to (2) above, in the computer, when there is another computer within a threshold range centered on the computer, the solo play and the multiplayer play are made selectable, when there is no other computer within the threshold range, the solo play is made selectable and the multiplayer play is made unselectable. A program. (7) In the program according to (6) above, present the players of the other computers existing within the threshold range, and the computer is made to execute a process of allowing the selection of the players who will play the multiplayer together from among the presented players. A program. (8) In the program according to (1) above, the program is composed of a basic program with a function to start the game implemented, and one or more additional programs that add functions to the basic program, in the computer in which the basic program is installed, when the new player selects solo play, all the additional programs are installed, when the new player selects the multiplayer play, the additional programs necessary for the execution of the multiplayer content are selectively installed. A program. (9) In the program described in (1) above, a program that causes the computer to change the content of the multiplayer according to the parameters of the new player or the existing player when both the new player and the existing player play multiplayer. (10) In the program described in (1) above, a program that causes the computer to transfer the game medium given to the player in multiplayer to the content of single-player. (11) As another example, a program that causes the computer to make different transitions for participating in multiplayer between a user who newly installs and starts a game and a user who has already installed and started the game. Note that the solution means constituted by the above program may be appropriately transferred to the fields of devices, systems, methods, and media. [Advantages and effects] According to the above solution means (1), for example, it is possible to provide an environment in which a player who newly starts a game can immediately play multiplayer. According to the above solution means (2), for example, it is possible to omit the tutorial and provide an environment in which a new player can immediately play multiplayer. According to the above solution means (3), for example, before a new player who has played multiplayer plays single-player, it is possible to let the player acquire the rules of single-player. According to the above solution means (4), for example, it is possible to provide an environment in which a new player who has acquired the rules of the game in multiplayer can immediately play single-player. According to the above solution means (5), for example, it is possible to surely obtain consent to the terms of use of the game. According to the above solution means (6), for example, it is possible to enjoy multiplayer with players nearby. According to the above solution means (7), for example, it is possible to simplify the procedure for starting multiplayer with a desired player. According to the above solution means (8), for example, when starting multiplayer, the time required for installing additional programs can be shortened. According to the above solution means (9), for example, content suitable for multiplayer between a new player and an existing player can be provided. According to the above solution means (10), for example, an incentive for multiplayer can be given to the player. According to the above solution means (11), for example, an environment where a newly installed game player can immediately play multiplayer can be provided.

Explanation of Signs

[0102] 1... System, 2... Communication network, 10... Game server, 11, 21... Processor, 12, 22... Memory, 13, 23... Storage, 13P... Server program, 14... Input / output interface, 15, 25... Communication interface, 19, 29... Communication bus, 20... User terminal, 23P... Terminal program, 31... Monitor, 33, 34... Camera, 35... Microphone, 36... Speaker, 41... Motion sensor, 42... Operating device

Claims

1. A program that causes a computer to differ the transition to multiplayer between a new player who newly starts a game and an existing player who has already started the game.

2. In the program according to Claim 1, the computer, when the new player selects single-player, causes a tutorial to be executed, when the new player selects the multiplayer, omits the tutorial and causes the multiplayer content to be executed.

3. In the program according to Claim 2, the computer, when the new player selects single-player after the multiplayer, causes the tutorial to be executed.

4. In the program according to Claim 2, the computer executes a process of causing the new player to select whether to play the tutorial when the new player selects single-player after the multiplayer.

5. In the program according to Claim 2, the computer executes a process of causing the new player to agree to the terms of use of the game prior to the new player performing the single-player or the multiplayer.

6. In the program according to Claim 2, the computer, when another computer exists within a threshold range centered on the computer, enables selection of the single-player and the multiplayer, when the other computer does not exist within the threshold range, enables selection of the single-player and disables selection of the multiplayer.

7. In the program according to Claim 6, presents players of the other computers existing within the threshold range, and causes the computer to execute a process of enabling selection of the players who will play the multiplayer together from among the presented players.

8. In the program according to Claim 1, the program is composed of a basic program in which a function to start the game is implemented and one or more additional programs that add functions to the basic program, and when the new player selects single-player on the computer on which the basic program is installed, causes all of the additional programs to be installed. ​ ​ A program that selectively installs the additional program required for the execution of the multiplayer content when the new player selects the multiplayer.

9. In the program according to claim 1, A program that causes the computer to change the multiplayer content according to the parameters of the new player or the existing player when both the new player and the existing player play multiplayer.

10. In the program according to claim 1, A program that causes the computer to transfer the game medium given to the player in multiplayer to the content of single-player play.

11. A system that differentiates the transition to multiplayer between a new player who newly starts a game and an existing player who has already started the game.

Citation Information

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