Information processing device, information processing system, information processing method, and program

The information processing device addresses inappropriate content in gameplay videos by restricting quests with unlicensed objects, ensuring compliant and appropriate video distribution.

JP2025115160APending Publication Date: 2025-08-06MIXI INC
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Patent Information

Application Number
JP2024009536
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2025-08-06

AI Technical Summary

Technical Problem

Conventional gameplay video distribution services risk the inclusion of unlicensed or inappropriate game objects, leading to licensing and moral issues, and can hinder smooth distribution if players are cautious about these issues.

Method used

An information processing device with a distribution mode setting unit that restricts gameplay quests when game objects with predetermined attributes are involved, ensuring only appropriate gameplay videos are distributed.

Benefits of technology

Prevents inappropriate game objects from appearing in distributed videos, enabling appropriate gameplay video distribution while maintaining compliance with licensing and moral standards.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing system, an information processing method, and a program for enabling distribution of an appropriate game play animation.SOLUTION: An information processing device has a distribution mode setting section 34 for setting a distribution mode for distributing an animation of a game played by a player, the distribution mode setting section 34 restricts play of a predetermined quest when a distribution mode is set when a game object having a predetermined attribute is included in a game object that at least one player who plays a predetermined quest utilize in the predetermined quest, and does not restrict play of a predetermined quest when the distribution mode is not set.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

[0001] The present invention relates to an information processing device, an information processing system, an information processing method, and a program. [Background technology]

[0002] Conventionally, distribution services have been known in which game players act as distributors and distribute gameplay videos of themselves to viewers. For example, Patent Literature 1 discloses a technology for distributing commentary videos in which gameplay videos are combined with video and audio of commentary and commentary. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-159132 Summary of the Invention [Problem to be solved by the invention]

[0004] However, with conventional gameplay video distribution services, game objects, images, etc. that are not licensed for distribution, that violate public order and morals, or that are otherwise inappropriate for gameplay video distribution may appear in the distributed video. Therefore, when a player distributes a gameplay video, various problems may arise in terms of licensing, public order, morals, etc. Furthermore, if a player is too concerned about the above points, there is a risk that the gameplay video distribution will not go smoothly.

[0005] Therefore, one object of the present invention is to provide an information processing device, an information processing system, an information processing method, and a program that enable distribution of appropriate gameplay videos. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has a distribution mode setting unit that sets a distribution mode for distributing video of a game being played by a player, and when a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players playing the predetermined quest, the distribution mode setting unit restricts playing of the predetermined quest if the distribution mode is set, and does not restrict playing of the predetermined quest if the distribution mode is not set. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to prevent game objects that are inappropriate for the distribution of gameplay videos from appearing in the distributed video, thereby enabling the distribution of appropriate gameplay videos. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a quest selection screen. [Figure 3] FIG. 10 is a diagram showing an example of a character selection screen. [Figure 4] FIG. 10 is a diagram illustrating an example of a distribution mode setting screen. [Figure 5] FIG. 10 is a diagram showing an example of a warning screen displayed when a distribution mode is set. [Figure 6] FIG. 10 is a diagram showing an example of a character selection screen during distribution. [Figure 7] FIG. 10 is a diagram showing another example of the character selection screen during distribution. [Figure 8] FIG. 10 is a diagram showing an example of a matching screen during distribution. [Figure 9] FIG. 10 is a diagram showing another example of the matching screen during distribution. [Figure 10] FIG. 10 is a diagram showing an example of a matching screen displayed to a person wishing to participate in cooperative play. [Figure 11]FIG. 10 is a diagram showing an example of a warning screen displayed to a person who wishes to participate in cooperative play. [Figure 12] FIG. 10 is a diagram showing an example of a game screen during quest play in cooperative play. [Figure 13] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 14] FIG. 10 is a diagram showing an example of player information. [Figure 15] FIG. 10 is a diagram showing an example of character information. [Figure 16] FIG. 10 is a diagram showing an example of deck information. [Figure 17] FIG. 10 is a diagram showing an example of quest information. [Figure 18] FIG. 10 is a diagram showing an example of first image group information. [Figure 19] FIG. 10 is a diagram showing an example of second image group information. [Figure 20A] FIG. 2 is a diagram illustrating an example of an information processing flow according to an embodiment of the present invention. [Figure 20B] FIG. 2 is a diagram illustrating an example of an information processing flow according to an embodiment of the present invention. [Figure 21] FIG. 10 is a diagram illustrating another example of an information processing flow according to an embodiment of the present invention. [Figure 22A] FIG. 10 is a diagram illustrating yet another example of an information processing flow according to an embodiment of the present invention. [Figure 22B] FIG. 10 is a diagram illustrating yet another example of an information processing flow according to an embodiment of the present invention. [Figure 23] FIG. 10 is a diagram showing the flow of a matching process. [Figure 24] FIG. 10 is a diagram showing the flow of image control processing. DETAILED DESCRIPTION OF THE INVENTION

[0009] <About the game according to one embodiment of the present invention> The information processing device, information processing method, and program of the present invention will be described below with reference to specific embodiments and the accompanying drawings. For ease of explanation, the following description may be given from the perspective of a GUI (Graphical User Interface). However, since the basic data processing technologies (communication / transmission technologies, data acquisition technologies, data recording technologies, data processing / analysis technologies, image processing technologies, visualization technologies, etc.) required to realize the content are well-known technologies, their description will be omitted.

[0010] The communication system shown in FIG. 1 (hereinafter referred to as information processing system S) is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides users who play games (hereinafter referred to as players) with an environment for playing the game and an environment for streaming gameplay videos (game videos) of the players themselves. Furthermore, the information processing system S also provides users who watch gameplay videos (streamed videos) streamed by the players (hereinafter referred to as viewers) with an environment for watching the gameplay videos of the players. That is, players are those who use the functions of the server 10, and more specifically, by operating a specific device, they can enjoy the benefits (services) provided by the functions of the server 10 and play the game. Furthermore, viewers are those who use the functions of the server 10, and more specifically, by operating a specific device, they can enjoy the benefits (services) provided by the functions of the server 10 and watch the streamed gameplay videos. In this embodiment, a user terminal (player terminal 11 or viewer terminal 12) will be used as an example of the specified device, but the specified device may be a device owned by a player or viewer, such as a user terminal, or may be a terminal or computer installed in a store or the like that is not owned by a player or viewer but can be used by entering a PIN number, password, or the like when visiting the store or the like, or by making a deposit, etc.

[0011] A game is content that a player plays by operating a player terminal 11 while viewing the screen on the player terminal 11 for game play, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of games is not particularly limited.

[0012] In this embodiment, when a player performs an operation for playing a game on the player terminal 11, the player terminal 11 receives data for progressing the game distributed from a server computer of the game provider, i.e., the server 10. The player terminal 11 outputs video and audio corresponding to the received data, and the player progresses through the game while checking the output video and audio. The player terminal 11 also transmits data indicating the player's operation to the server 10, and the server 10 transmits data for progressing the game corresponding to the player's operation. Such data transmission and reception between the server 10 and the player terminal 11 is repeated until the player finishes playing the game.

[0013] The game of this embodiment is a game played by utilizing (using) game objects (game media) owned by the player, and the player acquires (obtains) and owns (possesses) these game objects in the game, and can use or consume the game objects they own as game assets.

[0014] Game objects are game objects that players can use to progress through the game, including playing quests and other game activities described below, and include, for example, characters, items, cards, and avatars used in the game. Game objects also include in-game currencies, such as points, coins, gold, or stones, which have value that can be exchanged for other game objects, such as items or characters, in the game, or consumed to play quests, lotteries, and the like. In-game currencies include paid in-game currencies that players can acquire by paying game usage fees to a game provider or the like using electronic money, and free in-game currencies that can be acquired without paying a fee.

[0015] Players can obtain game objects as rewards for completing quests, which will be described later, or by purchasing them in shops or playing a lottery called gacha, which is a random item distribution system. A lottery is one of the game's constituent elements by which game objects can be acquired, and is conducted in response to a player's request for a game object (lottery request) while playing the game. Specifically, a lottery is a mechanism that utilizes chance to provide a player with game objects such as characters or items, in which one or a predetermined number of game objects are selected randomly or according to a predetermined lottery probability from a set to which multiple game objects belong (a table in which multiple game objects are associated with their respective lottery probabilities). Note that playing the lottery may require the consumption of in-game currency, etc.

[0016] Characters and other game objects (excluding in-game currency) each have their own individuality, and each game object is assigned a name, attributes, appearance, and various parameters that indicate their abilities (values related to level, luck, stamina, attack power, speed, special abilities, etc.). These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed by letters such as "A, B, C...", and those expressed by indicators such as gauges. In addition, some parameters change as the game progresses, while others remain constant and do not change regardless of the progress of the game.

[0017] Furthermore, game objects such as characters (excluding in-game currency) also include game objects with predetermined attributes. Game objects with predetermined attributes are game objects that are inappropriate for the distribution of gameplay videos, as described below, and are subject to usage restrictions imposed by contracts, laws, or regulations. For example, these include collaborative game objects created in collaboration with other games, other copyrighted works such as manga or movies, other artists, or other companies, which can only be used within the scope agreed upon by the game provider with the collaborating company (within the scope permitted by the character license agreement) and are not permitted for distribution by players. In addition to the above-mentioned collaborative game objects, game objects with predetermined attributes also include game objects that require restrictions such as age restrictions or geographical restrictions for reasons of public order and morals or religious reasons.

[0018] In the game, players use game objects such as characters that they own as game assets to play game units called quests. Quests are played with the objective of clearing them (in other words, meeting the clearing conditions), and in this embodiment, multiple quests are prepared, with each quest having different content (e.g., play conditions, difficulty level, enemy characters that appear, clearing conditions or clearing rewards, etc.). Therefore, when playing a quest, the player selects any quest from the multiple quests displayed on a quest selection screen such as that shown in Figure 2, and selects a quest according to the desired difficulty level. When a player clears a quest, they can receive rewards for completing the quest, such as game objects like characters or items associated with the quest, images like stamps associated with the quest, titles or medals associated with the quest, or the right to play special games, quests, etc.

[0019] In this embodiment, as will be described later, players can broadcast gameplay videos that include quest play. However, quests are classified into quests for which the gameplay can be broadcast and quests for which the gameplay cannot be broadcast, such as quests featuring game objects such as characters or items with predetermined attributes. Therefore, the quest selection screen clearly displays deliverable quests that can be played by setting the broadcast mode and undeliverable quests that cannot be played by setting the broadcast mode (i.e., the broadcast mode cannot be set). For example, on the quest selection screen shown in FIG. 2, a deliverable mark 41 indicating a quest that can be broadcast or an undeliverable mark 42 indicating a quest that cannot be broadcast is displayed in association with each quest.

[0020] In addition to quests that are held all the time, there are also quests that are held on a pre-set schedule for each day of the week or time, quests that are held at specific times such as spring, summer, autumn, and winter, and time-limited quests that have a set period of time, and various types of these quests are held as you progress through the game. Furthermore, limited-time quests also include collaboration quests that are collaborations with other games, other copyrighted works such as manga or movies, other artists, or other companies. In collaboration quests, collaboration game objects such as special characters or items related to the collaborating other games, other copyrighted works such as manga or movies, other artists, or other companies can be obtained as rewards for completing the collaboration quest, or appear as enemy characters in the collaboration quest. Note that collaboration game objects such as characters or items obtained as rewards for completing the collaboration quest can be used when playing other quests, not only during the collaboration event period, but also after the collaboration event has ended.

[0021] In this embodiment, a player plays a quest using a specified character. When playing a quest, the player specifies two or more characters from among the characters owned as game assets and organizes a deck including those specified characters. A deck is a team or group consisting of at least n characters (n is a natural number greater than or equal to 2) specified by the player before the start of quest play, and which will be used in quest play. Since organized decks can be saved, a deck to be used for each quest play can be organized each time, or a previously organized and saved deck can be selected and used when playing a quest.

[0022] For example, on a character selection screen (deck organization screen) such as that shown in FIG. 3, any character selected by the player from among characters A to Z and 1 to 4 owned by the player as game assets and displayed in a character display area 44 is extracted to a deck display area 43, and a deck is organized. In this embodiment, a deck is composed of four characters, and in the example of FIG. 3, characters A to D are organized into the deck. A leader is set for each character included in the deck (character A in the example of FIG. 3), and the deck parameters are significantly influenced by the abilities, such as the parameters, of the character set as the leader. Furthermore, on a matching screen when starting cooperative play, which will be described later, an image of the character set as the leader included in the deck to be used in the quest is displayed as an icon representing the player.

[0023] In this case, characters that can be organized into a deck, i.e., characters available for quest play, may include characters owned by the player as game assets, characters that can be borrowed from other players, and unowned characters that are available for a limited time. Other players here include players who have mutually recognized relationships with each other (hereinafter referred to as friends), and guest players who play quests together. For example, a player may borrow a character owned by a friend or guest player when playing a quest. It is also possible to play a quest with a single character without organizing a deck.

[0024] In the game of this embodiment, a player can of course play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple players operate their own player terminals 11 to play quests simultaneously. In cooperative play, a player can cooperate with other participating players to play common quests and progress through the game, and can also borrow characters owned by the participating players. Cooperative play is performed through the communication function of each player's player terminal 11, and when a cooperative relationship is formed, the progress of play is synchronized between the players playing cooperatively. Cooperative play may be either a cooperative play game in which multiple players cooperate, or a competitive game in which players compete against each other.

[0025] When cooperative play is performed, multiple players are matched. Specifically, when a player selects cooperative play with other players, that player becomes the host player and recruits players to participate in the cooperative play, i.e., participating players (guest players) who will play quests cooperatively with the host player. When another player applies to play cooperatively, an environment for cooperative play between the host player and the applying guest player is set up, and cooperative play begins. Note that other players include friends. For example, a player can invite a friend to participate in cooperative play as the host player, and can apply to a cooperative play invited by a friend as a guest player.

[0026] When cooperative play begins, a deck to be used in cooperative play is organized. The deck to be used in cooperative play is organized with characters selected by the host player and guest players to play the quest. The number of characters n that make up the deck is the same as in normal solo play (i.e., four). However, each player specifies a number of characters out of the total number n that corresponds to the number of players participating in the cooperative play. In other words, the number of characters each player uses in cooperative play changes depending on the number of players participating in the cooperative play. For example, if there are four players participating in cooperative play, the host player and three guest players each specify one character (in principle, the character set as the leader). Also, if there are two players participating in cooperative play, the host player and one guest player each specify two characters (in principle, the character set as the leader and another character included in the deck). <Regarding distribution of gameplay videos according to one embodiment of the present invention>

[0027] In this embodiment, the player can also broadcast a gameplay video by setting a broadcast mode on a broadcast mode setting screen such as that shown in Fig. 4. Specifically, by pressing the broadcast mode setting button 45, the player can set the broadcast mode for broadcasting a gameplay video. Note that the gameplay video that can be distributed includes, in addition to the game screen during quest play, a screen for selecting a character to use in the quest (character selection screen), and a game screen (matching screen) for the host player to recruit guest players to play a predetermined quest together. In addition, in this embodiment, only the host player can set the distribution mode in the case of cooperative play.

[0028] In the distribution, the server 10 transmits gameplay video viewing data to viewers specified as the distribution destinations of the gameplay video, and the viewer terminal 12 receives the gameplay video viewing data distributed from the server 10. The viewer terminal 12 outputs video and audio according to the received data. This allows viewers to view the distributed gameplay video substantially in real time. In other words, the distribution method for gameplay videos in this embodiment is a live distribution method. The live distribution can be achieved using existing live distribution technologies such as HTTP Live Streaming, Common Media Application Format, Web Real-Time Communications, Real-Time Messaging Protocol, and MPEG DASH.

[0029] Note that live streaming includes a distribution method in which viewers can view gameplay videos (more specifically, elemental images and sounds at each point in time in the gameplay video) with a predetermined delay when the gameplay videos are transmitted from the server 10. On the other hand, live streaming is distinguished from archived or on-demand distribution methods in which the gameplay videos are temporarily stored on the server 10 and then distributed from the server 10 to viewers at any time in response to a request from the viewer. However, the present invention is also applicable to archived or on-demand gameplay video distribution.

[0030] However, in this embodiment, gameplay videos can be distributed only if game objects that are inappropriate for distribution of gameplay videos, i.e., game objects such as characters and items with predetermined attributes, do not appear in the gameplay videos to be distributed. In other words, if there is a possibility that game objects such as characters and items with predetermined attributes will appear in the gameplay videos, the gameplay videos cannot be distributed. Each pattern will be explained below.

[0031] (Pattern A) When playing a quest in which characters or items with a predetermined attribute appear (for example, a collaboration quest), or when one or more players playing the quest use decks that include characters with a predetermined attribute (for example, collaboration characters), the player cannot set the distribution mode, and therefore cannot distribute gameplay videos. For example, if a deck used in a quest includes a character with a predetermined attribute, a warning dialog 46 is displayed when setting the distribution mode, as shown in FIG. 5, to warn the player that the distribution mode cannot be set. If the distribution mode is to be set at this time, the player may be notified to reselect characters and reorganize the deck. Furthermore, characters with the predetermined attribute and other characters, i.e., characters for which the distribution mode can be set, may be displayed in a distinguishable manner to guide the player in replacing the character with the predetermined attribute. Furthermore, characters selected from the characters owned by the player based on the character with the predetermined attribute, i.e., characters with ability values similar to those of the character with the predetermined attribute and for which the distribution mode can be set but which do not have the predetermined attribute, may be presented as alternative candidates. In the case of cooperative play, the characters used by both the host player and the guest player are the subject of the determination as to whether or not the distribution mode can be set.

[0032] (Pattern B) When distribution mode is set, quests in which characters or items with a specific attribute appear (for example, collaboration quests) cannot be selected. Also, when distribution mode is set, one or more players playing a quest cannot select and include characters with a specific attribute (for example, collaboration characters) in the decks used in the quest. Therefore, players cannot distribute gameplay videos in which characters with a specific attribute may appear. For example, when the distribution mode is set, as shown in FIG. 6, characters with a predetermined attribute (e.g., character E and character F) included in deck display area 43 and character display area 44 are hidden on the character selection screen (deck organization screen), and the player cannot select them. Also, when selecting a deck to use in a quest from already organized decks, as shown in FIG. 7, characters with a predetermined attribute included in deck display area 47 and organized deck display area 48 are hidden on the character selection screen (deck selection screen), and the player cannot select a deck that includes characters with the predetermined attribute. Furthermore, even if distribution has already started from the character selection screen, characters with a predetermined attribute will not appear in the gameplay video being distributed. Methods of hiding characters include not displaying characters with a specified attribute, blurring characters with a specified attribute, and masking characters with a specified attribute with other images, etc., as long as the display is in a manner that cannot be recognized by players and viewers. Also, although not shown, quests in which characters, items, etc. with predetermined attributes appear are similarly hidden on the quest selection screen, and cannot be selected by the player.

[0033] (Pattern C) When distribution mode is set and one or more players playing a quest have selected a character with a predetermined attribute (for example, a collaboration character) in the deck used by the quest, the player cannot start playing the quest. In this pattern C, unlike patterns A and B above, even if distribution mode is set, characters with a predetermined attribute can be included in the deck, but play of the quest cannot be started, so the player ultimately cannot distribute gameplay videos in which characters with a predetermined attribute may appear. At this time, the player may be warned that they cannot start playing the quest, and may be notified to reselect characters and reorganize their deck in order to set the distribution mode and play the quest.

[0034] (Pattern D) In the case of cooperative play, if the distribution mode is set and a character with a predetermined attribute (e.g., a collaboration character) is selected in the deck used by the host player in the quest, the host player will not be able to recruit guest players to play cooperatively together. In other words, matching cannot be initiated. In this pattern D, unlike the above patterns A and B, even if the distribution mode is set, a character with a predetermined attribute can be included in the deck, but matching cannot be initiated. As a result, the player is unable to play cooperatively and is unable to stream gameplay videos in which a character with a predetermined attribute may appear. At this time, the player may be warned that matching cannot begin, and may be notified to reselect characters and reorganize their decks in order to set the distribution mode and play cooperatively.

[0035] Furthermore, in this embodiment, when gameplay video is distributed, the video is distributed in a manner that does not include inappropriate game objects, i.e., game objects such as characters and items with predetermined attributes. Specifically, in the case of cooperative play, if the host player has set distribution mode and a guest player participating in the cooperative play has set a character with a specified attribute (for example, a collaboration character) as the leader in the deck used in the quest, the character with the specified attribute will be hidden on the matching screen. For example, as shown in FIG. 8 , the matching screen includes a host display area 49 that displays a host player recruiting guest players and a guest display area 50 that displays guest players who have applied to participate in cooperative play. The host display area 49 and the guest display area 50 display the characters set as the deck leaders of the host player and guest player, associated with each player. A distribution setting identification indicator 51 indicating whether the host player has set distribution mode is also displayed in the host display area 49. In this case, if the character set as the deck leader by the 2P guest player is a character with a predetermined attribute, a distribution unavailable indicator 52 is displayed in association with the guest player, and the character with the predetermined attribute is hidden. This allows the host player to recognize that he or she cannot set distribution mode and play cooperatively with the guest player. Furthermore, even if distribution has already started from the matching screen, characters with the predetermined attribute will not appear in the gameplay video being distributed.

[0036] Also, in the case of cooperative play, if the host player has set distribution mode and a character with a specified attribute (for example, a collaboration character) is not set as the leader in the deck used in a quest by a guest player participating in cooperative play, but is included in the deck as a character other than the leader, the guest player will be displayed identifiable on the matching screen. For example, as shown in Fig. 9, a distribution unavailable mark 52 is displayed in association with the guest player on the matching screen, so that the host player can recognize that he or she cannot set the distribution mode and play cooperatively with the guest player.

[0037] On the other hand, for a guest player who wishes to participate in a cooperative play, whether or not the host player has set the distribution mode is displayed in an identifiable manner. 10, on the matching screen, a distribution setting identification indicator 51 indicating whether the host player has set the distribution mode is displayed in the host display area 49. Therefore, when joining a cooperative play, a guest player can recognize the distribution setting of the host player, making it easier for the guest player to select the cooperative play in which to participate.

[0038] Furthermore, when the host player has set the distribution mode, a guest player whose deck includes a character with a predetermined attribute cannot participate in the host player's cooperative play. Therefore, for example, a warning dialog 53 such as that shown in FIG. 11 is displayed to a guest player whose deck includes a character with a predetermined attribute in a quest, warning the guest player that they cannot participate in cooperative play. If the guest player wishes to participate in cooperative play, the guest player may be notified to reselect characters and reorganize their deck. Furthermore, characters with a predetermined attribute may be displayed in a distinguishable manner from other characters, providing guidance on replacing characters with the predetermined attribute. Furthermore, a character selected from the characters owned by the guest player based on the character with the predetermined attribute, i.e., a character with an ability value similar to that of the character with the predetermined attribute but not the predetermined attribute, may be presented as a replacement candidate. In addition, if a guest player participates in a cooperative play in which the distribution mode is set by the host player, the guest player may not be able to select a character with a specified attribute, i.e., may not be able to include a character with a specified attribute in the deck used in that quest.

[0039] Furthermore, in collaborative play, as shown on the quest play screen in FIG. 12, players playing together can send messages 54 to each other on the screen while playing a quest. These messages 54 can use not only text but also images such as stamps. However, the images include not only images that all players can use freely, but also images associated with the collaboration quest, i.e., images with predetermined attributes. Images with predetermined attributes, like game objects with predetermined attributes, may be inappropriate for distribution of gameplay videos. Therefore, in this embodiment, when distribution mode is not set, all images, including images with predetermined attributes, can be used, but when distribution mode is set, images with predetermined attributes cannot be used.

[0040] Furthermore, titles and medals (not shown) acquired by the player may be displayed on the matching screen and quest play screen. Titles and medals include titles and medals that all players can freely use, as well as titles and medals associated with collaboration quests, i.e., titles and medals with predetermined attributes. Like game objects and images with predetermined attributes, titles and medals with predetermined attributes may also be inappropriate for distribution of gameplay videos. Therefore, in this embodiment, when distribution mode is set, display of titles and medals with predetermined attributes is restricted, for example by hiding them.

[0041] <Configuration of an information processing device and a player terminal according to one embodiment of the present invention> Next, the configurations of an information processing device and a user terminal (player terminal 11 and viewer terminal 12) according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, more specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in Fig. 1, is communicably connected to a plurality of player terminals 11 and viewer terminals 12 via a network 13, and together with the player terminals 11 and viewer terminals 12, forms an information processing system S. The network 13 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, etc.

[0042] In the information processing system S of this embodiment, the server 10 and the player terminals 11 cooperate with each other to progress the game. Furthermore, the server 10 distributes gameplay videos to the viewer terminals 12 using the above configuration. Specifically, part of the game progression process is performed by the server 10, and part of the graphics process is performed by the player terminals 11 and the viewer terminals 12. For example, the server 10 executes a program including certain rules, logic, and algorithms. Meanwhile, the player terminals 11 and the viewer terminals 12 synchronize with the server 10 and progress the game using the same rules, logic, and algorithms as the program executed by the server 10. That is, while playing or viewing a game, the player terminals 11 and the viewer terminals 12 display a game screen, which is a display screen of the game, on a display or the like, and also expand display data transmitted from the server 10 as needed, and display video and text information, etc., indicated by the display data, on the game screen.

[0043] (server) The server 10 is an example of an "information processing device" according to the present invention and is configured as a computer that performs various information processing related to the progress of the game and the distribution of gameplay videos, such as generating, storing, and transmitting / receiving data necessary for the progress of the game and the distribution of gameplay videos. Specifically, the server 10 is configured as a server computer for an SNS server or a cloud service. Server computers for cloud services include server computers for ASPs (Application Service Providers), SaaSs (Software as a Service), PaaSs (Platform as a Service), or IaaSs (Infrastructure as a Service). The server 10 may be configured as a single computer or as multiple computers distributed in parallel. For example, the server 10 may be configured with separate computers for the progress of the game and the distribution of gameplay videos. In this embodiment, the server 10 executes a series of information processing steps related to the progress of the game and the distribution of gameplay videos (excluding the input and display of information). Therefore, the player terminals 11 and the viewer terminals 12 only need to input information to be transferred to the server 10 and display information distributed from the server 10.

[0044] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The server 10 also has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the program, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress and distribution of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 13 such as the Internet or an intranet.

[0045] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0046] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0047] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by wireless LAN, communication by 3G to 5G or later generation mobile communication systems, and communication based on LTE (Long Term Evolution).

[0048] The storage 24 may be any device capable of storing and accumulating various types of information, and may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be externally attached to the server main body. The storage 24 may also be configured with an external computer (e.g., a database server or online storage) communicably connected to the server main body. A distributed ledger technology such as a blockchain may be used as a technology for recording various types of data in order to prevent unauthorized data tampering.

[0049] (Player terminal) The player terminal 11 is a client terminal operated by a player to play the game. The player terminal 11 may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television set capable of inputting information, a wearable terminal, etc. Although two player terminals 11 are shown in FIG. 1, in reality, the number of player terminals 11 will naturally correspond to the number of players.

[0050] An operating system (OS) and a game application for playing a game are installed in the player terminal 11. While the player is playing the game, the player terminal 11 receives data for game progression from the server 10, and displays images (video) represented by the data on the display of the player terminal 11 or on a display device such as a TV connected to the player terminal 11, and outputs audio from a speaker or the like. That is, in this embodiment, the player terminal 11 functions as a display unit and an audio output unit. For example, in addition to game screens such as those shown in FIGS. 2 to 12, the player terminal 11 displays an input operation screen for performing other input operations, a notification screen for notifying various types of information, and the like.

[0051] The player terminal 11 accepts operations performed by the player while playing a game and transmits information corresponding to the operations to the server 10. For example, in addition to game play operations for operating a character to play a quest, the player performs, on the player terminal 11, a quest selection operation for selecting a quest to play, a character selection operation for selecting characters to use in a quest from among the characters owned, i.e., characters to be included in a deck to be used in a quest (including a deck selection operation for selecting a deck to use in a quest from among organized decks), a distribution mode setting operation for setting a distribution mode for distributing a gameplay video, a play mode selection operation for selecting solo play or cooperative play, a recruitment operation for recruiting guests when playing cooperatively as a host, an application operation for participating in cooperative play that the host is recruiting as a guest, and an image selection operation for selecting an image to be displayed on the game screen during quest play, and the like, and transmits information based on these operations to the server 10. In addition to the above operations, the player also performs, as appropriate, operations on the player terminal 11 necessary to enjoy the services provided by the information processing system S of this embodiment.

[0052] (Viewer terminal) The viewer terminal 12 is a client terminal that a viewer operates to view a video of a player playing a game. Like the player terminal 11, the viewer terminal 12 may be configured, for example, as a personal computer, smartphone, mobile phone, tablet terminal, game console, television set capable of inputting information, or wearable terminal. Note that while two viewer terminals 12 are shown in FIG. 1, in reality, there will naturally be as many viewer terminals 12 as there are viewers.

[0053] An operating system (OS) and a gameplay video viewing app for viewing distributed gameplay videos are installed on the viewer terminal 12. While a player is playing a game, the viewer terminal 12 receives data for viewing gameplay videos from the server 10, and displays images (video) represented by the data on the display of the viewer terminal 12 or on a display device such as a TV connected to the viewer terminal 12, and outputs audio from speakers, etc. That is, in this embodiment, the viewer terminal 12 functions as a display unit and an audio output unit. For example, the viewer terminal 12 displays game screens such as those shown in FIGS. 6 to 9 and 12, as well as input operation screens for performing other input operations, notification screens for notifying various types of information, etc.

[0054] The viewer terminal 12 accepts operations by the viewer and transmits information corresponding to the operations to the server 10. For example, the viewer performs viewing operations on the viewer terminal 12 to watch a distributed gameplay video, and transmits information based on those operations to the server 10. In addition to the above operations, the viewer appropriately performs operations on the viewer terminal 12 that are necessary to enjoy the services provided by the information processing system S of this embodiment.

[0055] <Functions of an information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional standpoint. 13, the server 10 includes a memory unit 30, an information acquisition unit 31, a display control unit 32, a distribution unit 33, a distribution mode setting unit 34, a game object setting unit 35, a cooperative play control unit 36, an image control unit 37, a warning unit 38, and a game control unit 39. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0056] (Storage part) The storage unit 30 stores various information necessary for playing the game. Specifically, the storage unit 30 stores player information, character information, deck information, quest information, image group information, and various other information related to the game.

[0057] As shown in FIG. 14, the player information is stored for each player, with various pieces of information linked to identification information (player ID) that identifies each player. For example, the player information may include information such as the game account name, game objects such as characters and items owned by the player as game assets, images such as stamps owned by the player as game assets, images included in the image group (second image group) if the player has changed the image group, titles and medals the player has obtained, the deck currently set for use in quests by the player, decks already organized by the player, the current streaming mode setting indicating whether streaming mode is currently set, a gameplay history indicating the player's progress in the game, and a streaming history indicating whether the player has streamed gameplay videos in the past. The gameplay history may include information such as the total number of plays, total play time, quests played, quests cleared, the number of times the player has played cooperatively as a host, the number of times the player has participated in cooperatively as a guest, and the number of successful and unsuccessful matches. The streaming history may include information such as the number of streams and streaming time. In addition, the player information may include information other than the above, such as the player's rank, personal information about the player such as contact details, whether the player has friends and information identifying those friends, billing history information indicating the number of times and amount of charges made to the game, and information such as the type and amount of game currency owned.

[0058] Character information is information about characters, which are game objects that players can own and use when playing quests. As shown in Figure 15, various information is linked to identification information (such as a character ID) that identifies each character, and is stored for each character. For example, character information includes various parameters indicating the character name, attributes, abilities, etc. (values related to level, stamina, attack power, speed, special abilities, etc.), availability in distribution mode indicating whether the character can be used when setting distribution mode and playing a quest, and information identifying the player who owns the character if any, etc. Attributes include information identifying the attributes of the character, such as a normal character, collaboration character (including information on the collaboration target), or limited-time character, and availability in distribution mode is set based on these attributes. In addition, the game object information may include information other than the above, such as appearance design, rarity, acquisition method, acquisition period, usable period, acquisition fee, other characters that are compatible with the object and produce a synergistic effect when used together, and compatible quests that are recommended to be played. Although character information is exemplified in FIG. 15, if the game object is an item, information such as the game effect when the item is used is included instead of some of the information described above.

[0059] The deck information is information about the decks organized by the player, and as shown in FIG. 16, various information is linked to identification information (deck ID, etc.) that identifies each deck, and is stored for each deck. For example, deck information includes the deck name, the player who organized and owns the deck, the characters included in the deck, the character set as the leader among the characters included in the deck, an organization log indicating the date and time the deck was organized and the number of times it was organized, and information regarding whether the deck can be used in distribution mode, which indicates whether the deck can be used when playing a quest in distribution mode. Note that whether the deck can be used in distribution mode is set based on the attributes of the characters included in the deck. In addition, the deck information may include information other than the above, such as usage history indicating the number of times it has been used in quests in the past, the quests used, the number of times it has been used in quests in the past and cleared, the quests cleared, and the last date and time of use, as well as the number of times it has been used by friends.

[0060] Quest information is information about quests, which are the constituent units of the game played by the player, and as shown in FIG. 17, various information is linked to identification information (such as a quest ID) that identifies the quest, and is stored for each quest. For example, quest information includes the quest name, attributes, characters appearing in the quest such as enemies and allies, a clearing reward given to the player when the quest is cleared, the difficulty level of the quest, the play conditions (if any) required to play, and information regarding whether the distribution mode can be set, which indicates whether the quest can be played in a set distribution mode, etc. The attributes include information specifying the attributes of the quest, such as a normal quest, a collaboration quest (including information that is the target of the collaboration), or a limited-time quest, and whether the distribution mode can be set is determined based on these attributes. In addition, the quest information may include information other than the above, such as the playable period, clearing conditions, and characters with good compatibility that are recommended for use.

[0061] Image group information is one piece of information related to the group to which images such as stamps that can be used when playing a quest belong, and as shown in Figures 18 and 19, various information is linked to identification information (such as an image group ID) that identifies the image group, and is stored for each image group. For example, the image group information includes information such as the name of the image group, the images included in the image group, the players who can use the images included in the image group, whether the images can be changed, indicating whether the players can change the images included in the image group, a change log indicating the date and time of the change and the number of changes if the images can be changed, and whether the images can be used in distribution mode, indicating whether the images included in the image group can be used when setting the distribution mode and playing a quest. In this embodiment, as shown in FIG. 18, the first image group is, for example, an image group that includes images determined by initial settings. The player cannot change the images included in this image group, but the player can use the images included in this image group when playing a quest in distribution mode. On the other hand, as shown in FIG. 19, the second image group is an image group that the player can customize as desired. The player can change the images included in this image group, but the player cannot use the images included in this image group when playing a quest in distribution mode. Note that the first image group is available to all players. On the other hand, the second image group is stored in association with the player who changed the image group, and is available to the player or the player's friends.

[0062] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by a player on the player terminal 11 while playing a game, or operations performed by a viewer on the viewer terminal 12 while watching a gameplay video, by communicating with the player terminal 11 or the viewer terminal 12. The information acquired by the information acquisition unit 31 includes, for example, game play operation information based on a game play operation, quest selection operation information based on a quest selection operation, character selection operation information based on a character selection operation (including a deck selection operation), distribution mode setting operation information based on a distribution mode setting operation, play mode selection operation information based on a play mode selection operation, recruitment operation information based on a recruitment operation, application operation information based on an application operation, image selection operation information based on an image selection operation, viewing operation information based on a viewing operation, etc. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the player or viewer.

[0063] (Display control unit) The display control unit 32 controls the player terminal 11 to display information for game progress on a screen such as a display of the player terminal 11. The display control unit 32 also controls the viewer terminal 12 to display information for game play video distribution on a screen such as a display of the viewer terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the game control unit 39, etc., which will be described later, and transmits the generated display data to the player terminal 11 or the viewer terminal 12 via the network 13. For example, during game play, as a result of information processing by the game control unit 39, etc., the display control unit 32 causes the player terminal 11 to display game screens such as those shown in FIGS. 2 to 12, and causes the viewer terminal 12 to display game screens such as those shown in FIGS. 6 to 9 and 12. Furthermore, the display control unit 32 also causes the player terminal 11 or the viewer terminal 12 to display, for example, an input operation screen for performing input operations, etc., and a notification screen for notifying the player of various types of information.

[0064] The display control unit 32 displays whether the host player has set the distribution mode or not in a manner that allows the guest player to distinguish it on a game screen (matching screen) on which the host player is recruiting guest players to play a predetermined quest together. Specifically, the host player who has set the distribution mode and is recruiting guest players is displayed in a different color from the host player who has not set the distribution mode, or is displayed in association with a special icon, mark, or the like.

[0065] Furthermore, when the distribution mode is set, the display control unit 32 performs the following display control (1) to (4) on the matching screen. (1) At least some of the characters used by the guest player in a predetermined quest, i.e., characters with predetermined attributes included in the guest's deck, are hidden. Note that the method for hiding the characters may be any display mode that prevents players and viewers from recognizing the characters, such as not displaying the characters, displaying the characters in a blurred manner, or masking the characters with other images. (2) Among players (including both the host player and guest players) participating in a play of a predetermined quest, the characters used in the predetermined quest, i.e., players whose decks used in the predetermined quest include characters with a predetermined attribute, are displayed in a manner that makes them distinguishable from players who do not include characters with the predetermined attribute. For example, they may be displayed in a different color or associated with a special icon or mark. (3) Restricting the display of titles, medals, etc. with predetermined attributes given to players (including both the host player and guest players). Note that methods for restricting the display may include not displaying the titles or medals, blurring the titles or medals, or masking the titles or medals with other images, etc., so long as the display is in a manner that viewers cannot recognize them. (4) Because the distribution mode is set, a message is displayed indicating that the character with the specified attribute cannot be used (display of prohibition of use). Note that if the distribution mode is not set, the message of prohibition of use is not displayed.

[0066] (Distribution Department) The distribution unit 33 distributes the game screen of the player for whom the distribution mode is set to the viewers. Specifically, the distribution unit 33 identifies a user (viewer) who requests to watch a gameplay video, and distributes the gameplay video to the identified viewer by communicating with the viewer terminal 12 of the identified viewer. However, if the characters used in a predetermined quest by one or more players (including both the host player and guest players) playing the predetermined quest, i.e., the characters included in the deck used in the predetermined quest, include a character with a predetermined attribute, the distribution unit 33 cooperates with the distribution mode setting unit 34 described below and does not distribute the game screen of the predetermined quest to the viewer, even if the distribution mode is set.

[0067] (Distribution mode setting section) The distribution mode setting unit 34 sets a distribution mode for distributing gameplay video of a game played by a player. Specifically, the distribution mode setting unit 34 sets the distribution mode to a state in which the player's gameplay video can be distributed (sets the distribution mode) based on the distribution mode setting operation performed by the player. However, even if the distribution mode setting unit 34 receives a distribution mode setting operation from the player, it controls the distribution mode to be unsettable (does not set the distribution mode) if at least the following (1) and (2) apply: (1) The specified quest selected by the player is a quest for which the setting of the distribution mode is not permitted (a quest for which distribution setting is not permitted) in which game objects such as characters or items with specified attributes appear. (2) When the characters used by the player in a specified quest, i.e., the characters included in the deck used in the specified quest, include a character with a specified attribute.

[0068] When the characters used in a predetermined quest by one or more players (including both the host player and guest players) (i.e., the characters included in the deck used in the predetermined quest) include characters with a predetermined attribute, and when the distribution mode is set, the distribution mode setting unit 34 cooperates with the game control unit 39 (described later) to restrict play of the predetermined quest, such as by preventing play of the predetermined quest from starting. On the other hand, when the distribution mode is not set, even if the characters used by the players (including both the host player and guest players) include characters with a predetermined attribute, the distribution mode setting unit 34 cooperates with the game control unit 39 (described later) to allow play of the predetermined quest to start without restricting play of the predetermined quest.

[0069] (Game Object Settings) The game object setting unit 35 sets the character that the player will use in a predetermined quest. Specifically, the game object setting unit 35 organizes a deck by including a character selected from among the characters owned by the player based on the character selection operation performed by the player in the deck to be used by the player in playing a predetermined quest. Also, if a deck has already been organized, the game object setting unit 35 sets a deck selected from the decks owned by the player as the deck to be used by the player in playing a predetermined quest based on the deck selection operation (character selection operation in a broad sense) performed by the player.

[0070] When the distribution mode is set, the game object setting unit 35 controls so that characters with predetermined attributes cannot be selected by one or more players (including both the host player and guest players) playing a predetermined quest as characters to be used in the predetermined quest, i.e., as characters to be included in a deck to be used in the predetermined quest. For example, in cooperation with the display control unit 32, the game object setting unit 35 hides characters with predetermined attributes on a character selection screen or the like.

[0071] (Co-op Play Control Unit) The collaborative play control unit 36 matches players together, and also synchronizes data between the matched players to set up an environment in which they can play a predetermined quest collaboratively. Specifically, the cooperative play control unit 36 initiates matching based on a recruiting operation performed by the host player, and associates players, i.e., the host player and guest players who have applied to participate in the cooperative play solicited by the host player, based on an application operation performed by a guest player who wishes to participate in the cooperative play set up by the host player. However, if the distribution mode is set and the characters used by the host player in a specified quest, i.e., the characters included in the deck used in the specified quest, include characters with specified attributes, the cooperative play control unit 36 controls so that guest players cannot be recruited to play the specified quest cooperatively (matching cannot be started).

[0072] (Image control unit) The image control unit 37 controls the game so that images owned by the player can be displayed on the game screen while playing a predetermined quest. Specifically, the image control unit 37 cooperates with the game control unit 39 described below, and while the player is playing a specified quest (particularly in collaborative play), displays on the game screen an image selected from a group of images including images of stamps and the like owned by the player based on an image selection operation performed by the player.

[0073] When the distribution mode is set, the image control unit 37 controls the display so that an image selected by the player from a first image group that cannot be changed by the player, i.e., an image group that remains in its initial setting and does not include an image with a predetermined attribute, can be displayed. On the other hand, when the distribution mode is not set, the image control unit 37 controls the display so that an image selected by the player from an image group that can be changed by the player, i.e., an image that can include an image with a predetermined attribute by the player can be displayed. Note that even when the distribution mode is set, the image control unit 37 may be able to select an image to display from among the images included in the second image group. In this case, however, the image control unit 37 determines the attributes of each image included in the second image group, and if it determines that an image with a predetermined attribute, i.e., an image that is not permitted for use in the distribution mode, is included among those images, the image group to be selected is switched from the second image group to the first image group.

[0074] (Warning part) The warning unit 38 issues appropriate warnings to the player during game play according to the situation. Specifically, if the characters used by one or more players (including both the host player and the guest player) playing a predetermined quest in the predetermined quest, i.e., the characters included in the deck used in the predetermined quest, include a character with a predetermined attribute, the warning unit 38 warns the player that the distribution mode cannot be selected. Also, if the characters used by a guest player in the predetermined quest, i.e., the characters included in the deck used in the predetermined quest, include a character with a predetermined attribute, the warning unit 38 warns the guest player that the guest player cannot participate in cooperative play being recruited by the host player who has set the distribution mode.

[0075] When issuing the warning, warning unit 38 may distinguishably display characters with a predetermined attribute from other characters (characters for which a distribution mode can be set) and may guide the player to replace the character with the predetermined attribute. Furthermore, based on the character with the predetermined attribute, warning unit 38 may present candidate characters from among the characters owned by the player that are substitute candidates, for example, characters with ability values similar to the character with the predetermined attribute and for which a distribution mode can be set, and guide the player to replace the character.

[0076] (Game control unit) The game control unit 39 executes information processing necessary for the progress of the game. Specifically, the game control unit 39 progresses the game based on various information etc. acquired from the player by the information acquisition unit 31. For example, the game control unit 39 sets a quest selected by the player to a state where the player can play it. In addition, the game control unit 39 performs effects such as moving characters owned by the player and included in a deck used in a predetermined quest in accordance with the player's gameplay operations, and generates game effects such as changing the parameters of these characters etc. in accordance with the progress of the game.

[0077] If the characters used in a predetermined quest by one or more players (including both the host player and guest players) (i.e., the characters included in the deck used in the predetermined quest) include characters with a predetermined attribute, and if distribution mode is set, the game control unit 39 cooperates with the distribution mode setting unit 34 to restrict play of the predetermined quest, such as by preventing play of the predetermined quest from starting. On the other hand, if distribution mode is not set, even if the characters used by the players (i.e., the characters included in the deck used in the predetermined quest) include characters with a predetermined attribute, the game control unit 39 cooperates with the distribution mode setting unit 34 to allow play of the predetermined quest to start without restricting play of the predetermined quest.

[0078] The above has described the configuration of each of the server 10 and the user terminals (player terminal 11 and viewer terminal 12). Generally, the server 10 and user terminals have various functions other than those described above, but here we will only describe the characteristic functions that provide the operational effects of the information processing system S of the present invention, and will not illustrate or describe other known functions, etc.

[0079] <Information processing method according to one embodiment of the present invention> 20 to 24, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0080] (Information processing flow) First, we will explain the basic information processing flow particularly related to the present invention among the information processing executed in the information processing system S. This information processing flow is processing including setting a distribution mode and distributing gameplay videos in accordance with the distribution mode setting, and proceeds, for example, along the flow shown in FIG.

[0081] As shown in FIG. 20, processor 21 communicates with player terminal 11 operated by the player (host player in the case of cooperative play), acquires information based on the quest selection operation performed by the player, and accepts a quest selection from the player (S101), acquires information based on the character selection operation performed by the player, and accepts a selection of characters to be used in the quest, i.e., characters to be included in the deck to be used in the quest (S102), determines whether the selected quest is a deliverable quest in which no characters with a predetermined attribute appear (S103), and if it determines that the quest is a deliverable quest (S103: YES), then determines whether the selected character, i.e., the deck to be used in the quest, includes a character with the predetermined attribute (S104). When processor 21 determines that the characters selected for use in the quest do not include a character with a predetermined attribute (S104: YES), it controls the distribution mode so that it can be set (S105), and when it acquires information based on the distribution mode setting operation performed by the player through communication with player terminal 11 operated by the player (S106), it starts distribution of the gameplay video to the identified viewer terminal 12 (S107).

[0082] On the other hand, if processor 21 determines that the characters selected for use in the quest include a character with a predetermined attribute (S104: NO), it warns the player that the distribution mode cannot be selected in this state (S108), and if the player does not reselect a character (S109: NO), it controls the distribution mode so that it cannot be set (S110).If processor 21 determines that the player will reselect a character (S109: YES), it returns to the character selection process (S102) described above. Furthermore, when processor 21 determines that the selected quest is a quest in which a character with a predetermined attribute appears and which cannot be distributed (S103: NO), processor 21 similarly controls the distribution mode so that it cannot be set (S110).

[0083] Next, processor 21 determines whether the play style selected by the player is solo play or cooperative play (S111), and if it determines that cooperative play has been selected by the player (S111: YES), it starts matching between that player (host player) and guest players (S112). At this time, processor 21 determines whether a gameplay video is currently being streamed (S113), and if it determines that streaming is in progress (S113: YES), it hides from the matching screen any guest player who has a character with a predetermined attribute as the leader in a deck used in a quest, among the guest players who have applied (S114), so that the character with the predetermined attribute does not appear in the gameplay video being streamed. Furthermore, processor 21 identifiably displays on the matching screen, among the guest players who have applied, guest players who include characters with predetermined attributes as members other than the leader in the deck used in the quest (S115). At this time, processor 21 may warn the host player that the quest cannot be played with the distribution mode set unless the participation of the guest player is canceled. If the processor 21 determines that the content has not been distributed (S113: NO), the processor 21 does not perform the above display process (S114 to S115) and proceeds to the next process.

[0084] Then, when matching is completed (S116), processor 21 starts quest play (S117). If processor 21 determines that the player has selected solo play (S111: NO), processor 21 starts quest play (S117) without performing the above-described series of matching processes (S112 to S116).

[0085] Then, when the quest play ends (S118), processor 21 determines whether or not a gameplay video is currently being distributed (S119), and if it determines that distribution is in progress (S119), it ends the distribution (S120) and terminates the processing. On the other hand, if it determines that distribution is not in progress (S119: NO), it terminates the processing. The above is an example of the information processing flow of the present invention.

[0086] (Another example of information processing flow) Next, another example of a basic information processing flow related to the present invention will be described. This information processing flow also includes setting a distribution mode and distributing gameplay videos in accordance with the distribution mode setting. However, while the previously described information processing flow controls whether or not the distribution mode can be set, this information processing flow controls whether or not characters can be used when the distribution mode is set, and proceeds, for example, along the flow shown in FIG. 21.

[0087] As shown in FIG. 21, when the processor 21 acquires information based on the distribution mode setting operation performed by the player (host player in the case of collaborative play) through communication with the player terminal 11 (S201), the processor 21 starts distribution of the gameplay video to the identified viewer terminal 12 (S202).

[0088] Then, processor 21 hides in advance on the quest selection screen any quests that cannot be distributed, in which characters with predetermined attributes appear, so that they do not appear in the gameplay video being distributed (S203), acquires information based on the quest selection operation performed by the player through communication with player terminal 11 operated by the player, and accepts the selection of a quest selected by the player from among the quests excluding the quests that cannot be distributed (S204). Processor 21 also hides characters with predetermined attributes in advance on the character selection screen so that the characters with predetermined attributes do not appear in the gameplay video being distributed (S205), acquires information based on the character selection operation performed by the player through communication with player terminal 11 operated by the player, and accepts the selection of a character selected by the player from among the characters that can be distributed, excluding characters with predetermined attributes (S206).

[0089] Next, processor 21 determines whether the play style selected by the player is solo play or cooperative play (S207), and if it determines that cooperative play has been selected by the player (S207: YES), starts matching between that player (host player) and guest players (S208). At this time, processor 21 hides from the matching screen any guest player who has a character with a predetermined attribute as the leader in the deck used in the quest, among the guest players who have applied (S209), so that the character with the predetermined attribute does not appear in the gameplay video being distributed. Furthermore, processor 21 identifiably displays on the matching screen, among the guest players who have applied, guest players who include characters with predetermined attributes as members other than the leader in the deck used in the quest (S210). At this time, processor 21 may warn the host player that the quest will remain broadcast unless the guest player cancels his / her participation.

[0090] Then, when matching is completed (S211), processor 21 starts quest play (S212). If processor 21 determines that the player has selected solo play (S207: NO), processor 21 starts quest play (S212) without performing the above series of matching processes (S208 to S211).

[0091] Then, when the quest play being distributed ends (S213), processor 21 ends the distribution (S214) and then ends the process. The above is another example of the information processing flow of the present invention.

[0092] (Yet another example of information processing flow) Next, another example of a basic information processing flow related to the present invention will be described. This information processing flow also includes setting a distribution mode and distributing gameplay videos in accordance with the distribution mode setting. However, unlike the two information processing flows described above, this information processing flow controls whether matching is possible when the distribution mode is set, whether quests can be played, and so on, and proceeds, for example, along the flow shown in FIG. 22.

[0093] As shown in FIG. 22, through communication with player terminal 11 operated by the player (host player in the case of cooperative play), processor 21 acquires information based on the quest selection operation performed by the player and accepts a quest selection from the player (S301), acquires information based on the character selection operation performed by the player and accepts a selection of characters to be used in the quest, i.e., characters to be included in the deck to be used in the quest (S302), and acquires information based on the distribution mode setting operation performed by the player and sets the distribution mode (S303).

[0094] Next, processor 21 determines whether the play style selected by the player is solo play or cooperative play (S304), and if it determines that cooperative play has been selected by the player (S304: YES), it determines whether the selected quest is a deliverable quest that does not feature characters with a predetermined attribute (S305), and if it determines that the quest is deliverable (S305: YES), it subsequently determines whether the selected character, i.e., the deck used in the quest, includes a character with a predetermined attribute (S306). When processor 21 determines that the characters selected for use in the quest do not include a character with a predetermined attribute (S306: YES), it starts matching the player (host player) with the guest player (S307), and when matching is completed (S308), it starts quest play (S309) and starts distribution of game play video to the identified viewer terminal 12 (S310).

[0095] Furthermore, if processor 21 determines that solo play has been selected by the player (S304: NO), it determines whether the selected quest is a deliverable quest in which no characters with a predetermined attribute appear (S311). If it determines that the quest is deliverable (S311: YES), it then determines whether the selected characters, i.e., the deck to be used in the quest, include a character with the predetermined attribute (S312). If it determines that the characters selected for use in the quest do not include a character with the predetermined attribute (S312: YES), it starts quest play (S309) without performing the above series of matching processes (S307-S308), and starts distribution of the game play video to the identified viewer terminal 12 (S310).

[0096] On the other hand, if processor 21 determines that the quest selected by the player for which cooperative play has been selected is an undistributable quest in which a character with a predetermined attribute appears (S305: NO), or if it determines that a character with a predetermined attribute is included among the characters selected for use in the quest (S306: NO), it controls the quest to be unmatchable (S313), controls the quest to be unplayable (S314), and terminates processing without distributing the gameplay video. In other words, when the distribution mode is set, because there is a possibility that a character with a predetermined attribute may appear in the gameplay video being distributed, processor 21 controls the quest to be unrecruitable as a guest player to play cooperatively, and prevents the quest from being played.

[0097] Furthermore, even for a player who has selected solo play, if processor 21 determines that the selected quest is an undeliverable quest in which a character with a predetermined attribute appears (S311: NO), or if it determines that a character with a predetermined attribute is included among the characters selected for use in the quest (S312: NO), processor 21 controls the quest to be unplayable (S314) and terminates processing without delivering the gameplay video. In other words, when the delivery mode is set, processor 21 controls the quest to be unplayable because there is a possibility that a character with a predetermined attribute may appear in the gameplay video being delivered.

[0098] Then, when the quest play being distributed ends (S315), processor 21 ends the distribution (S316) and then ends the process. The above is an example of the information processing flow of the present invention.

[0099] Next, an example of the matching process will be described with reference to FIG. The matching process is a process executed in the information processing system S, and is a process executed on the player terminal 11 operated by the guest player when the host player is recruiting guest players to play a quest together. In the following description, it is assumed that the guest player who wishes to participate in the cooperative play has already selected the characters to be used in the cooperative play quest, i.e., the characters to be included in the deck to be used in the cooperative play quest.

[0100] As shown in FIG. 23, processor 21 communicates with player terminal 11 operated by the guest player to display, on the matching screen, the setting status of the distribution mode of the host player who is recruiting guest players to participate in collaborative play in a manner that is recognizable to the guest player (S401). If it is determined that the distribution mode has been set by the host player (S402: YES), processor 21 determines whether the character selected by the guest player, i.e., the character included in the guest player's deck to be used in the quest in collaborative play, is a character with a predetermined attribute (S403).

[0101] If processor 21 determines that the characters selected by the guest player to use in the quest do not include a character with the predetermined attribute (S403: YES), it controls to enable participation in cooperative play (S404) and ends the processing. That is, the guest player can apply to participate in cooperative play.

[0102] On the other hand, if processor 21 determines that the characters selected by the guest player to use in the quest include a character with a predetermined attribute (S403: NO), it warns the guest player that he or she will not be able to participate in cooperative play (S404), and if the guest player does not reselect a character (S406: NO), it controls the guest player to be unable to participate in cooperative play (S407) and terminates the processing. In other words, when participating in cooperative play in which the distribution mode is set, there is a possibility that a character with a predetermined attribute will appear in the gameplay video being distributed, and therefore a guest player who uses a character with a predetermined attribute in a quest cannot apply to participate in cooperative play. If processor 21 determines that the guest player has reselected a character (S406: YES), it again determines whether the characters reselected by the guest player to be used in cooperative play include a character with a predetermined attribute (S403).

[0103] Furthermore, if processor 21 determines that the distribution mode has not been set by the host player (S402: YES), it controls the guest player to be able to participate in the cooperative play (S404), regardless of whether the characters selected by the guest player to use in the quest include a character with a predetermined attribute, and ends the processing. The above is an example of the matching process.

[0104] Next, an example of the image control process will be described with reference to FIG. The image control process is a process executed in the information processing system S, and is a process related to the display control of images used by players during game play. In particular, it includes the display control of images used when players send messages 54 (FIG. 12) to each other during cooperative play of a quest.

[0105] As shown in FIG. 24, processor 21 first determines whether or not the distribution mode has been set by a player (or the host player in the case of cooperative play) (S501). If it is determined that the distribution mode has been set (S501: YES), processor 21 controls the game so that the player (including both the host player and the guest player in the case of cooperative play) can select an image from a first image group that contains default images that cannot be changed by the player, i.e., an image group that does not contain images with predetermined attributes, so that images with predetermined attributes are not displayed in the game play video being distributed (S502). The image selected by the player from the first image group is displayed on the game screen (S503), and the processing ends.

[0106] On the other hand, if processor 21 determines that the distribution mode is not set (S501: NO), it controls the game so that the player (including both the host player and the guest player in the case of cooperative play) can select an image from each second image group that can be changed by each player (S504), displays the image selected by the player from the second image group on the game screen (S505), and ends the processing. The above is an example of the image control process.

[0107] <Other embodiments> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples given to facilitate understanding of the present invention and are not intended to limit the present invention. In other words, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0108] For example, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and the player's preferences, and can be changed as appropriate.

[0109] In the above-described embodiment, the manner in which images, etc. are displayed on the player terminals 11 and the viewer terminals 12 includes a manner in which they are displayed on a display device (display) provided in the terminal itself, and a manner in which they are displayed on a display device connected to the terminal in a wired or wireless manner. Similarly, the manner in which sounds and music are emitted from the player terminals 11 and the viewer terminals 12 includes a manner in which they are emitted from a player (speaker) provided in the terminal itself, and a manner in which they are emitted from an audio device connected to the terminal in a wired or wireless manner. Note that the display device or audio device connected to the player terminals 11 and the viewer terminals 12 may include a head-mounted display (HMD) such as VR goggles, in addition to a typical stationary display or speaker.

[0110] In the above embodiment, the server 10 functions as the information processing device of the present invention, but this is not limited to this, and all or part of the functions of the server 10 may be provided in the player terminal 11 or the viewer terminal 12. In this case, the information processing device of the present invention is configured by the player terminal 11, the viewer terminal 12, or the cooperation of the server 10 and the player terminal 11 or the viewer terminal 12.

[0111] In the above embodiment, the player information, character information, deck information, quest information, image group information, etc. are stored in the server 10, but a database server or the like (not shown) may be provided separately and the information may be stored collectively in the database server, or may be stored on the player terminal 11 side. In this case, the server 10, together with the database server or the player terminal 11, etc., constitutes the information processing device of the present invention.

[0112] Although the above embodiments do not specifically mention the content of specific games, the present invention can be applied to any game for which gameplay videos can be distributed, as long as the game is a collaboration with another copyrighted work or includes game objects that are not appropriate for distribution of gameplay videos, such as characters, quests, or images with certain attributes that are subject to regulation. For example, the present invention can be applied to word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, simulation games, etc. Furthermore, games can be individual or team games. Furthermore, games can be played between humans as players, or between humans and a computer (e.g., AI or a robot).

[0113] Furthermore, in the above embodiment, players can generally enjoy all functions free of charge, but some functions may be limited and available by paying a specified usage fee. Furthermore, various other conditions may be set for paying players who have paid a specified usage fee to give them an advantage when playing the game or distributing gameplay videos. For example, only paying players may be allowed to set a distribution mode and distribute gameplay videos. The usage fee may be a pay-as-you-go system, or may be a subscription-like system in which a one-time payment is valid for the player for a certain period of time (e.g., one month or one year).

[0114] <Summary> [General-purpose assignment] One of the objects of the present invention is to enable the distribution of appropriate gameplay videos. One of the objects of the present invention is to avoid problems that may arise when distributing gameplay videos in advance and to distribute gameplay videos smoothly.

[0115] Issues regarding [Appendix 1] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 1] An information processing device having a distribution mode setting unit that sets a distribution mode for distributing a video of a game being played by a player, and when a game object with a predetermined attribute is included among game objects used in a predetermined quest by one or more players who play the predetermined quest, the distribution mode setting unit restricts playing of the predetermined quest if the distribution mode is set, and does not restrict playing of the predetermined quest if the distribution mode is not set. According to the above information processing device, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, play of the specified quest is restricted when the distribution mode is set, so that game objects that are inappropriate for distributing gameplay videos do not appear in the distributed video.

[0116] Issues regarding [Appendix 2] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 2] The information processing device described in Appendix 1, wherein the distribution mode setting unit controls the game so that play of the specified quest cannot be started if the distribution mode is set, and controls the game so that play of the specified quest can be started if the distribution mode is not set, when a game object with a specified attribute is included among the game objects used in the specified quest by one or more players playing the specified quest. According to the above information processing device, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, when the distribution mode is set, the information processing device controls the game so that play of the specified quest cannot be started, thereby preventing game objects that are inappropriate for distributing gameplay videos from appearing in the distributed video.

[0117] Issues regarding [Appendix 3] One of the objects of the present invention is to prevent game objects that are not appropriate for distribution of gameplay videos from appearing in the distributed video during collaborative play. [Appendix 3] An information processing device as described in Appendix 1, which has a display control unit that displays a game screen, and when the distribution mode is set, the display control unit hides (does not display, masks) at least some of the game objects with predetermined attributes among the game objects (guest deck) used by the guest player in a predetermined quest on a game screen (matching screen) for recruiting guest players to play a predetermined quest together. According to the above information processing device, when distribution mode is set on a game screen for recruiting guest players to play collaboratively, guest players who have set game objects with specified attributes that are inappropriate for distributing gameplay videos to game objects used in a specified quest are hidden and cannot be matched, so that game objects that are inappropriate for distributing gameplay videos during collaborative play can be prevented from appearing in the distributed video.

[0118] Issues regarding [Appendix 4] One of the objects of the present invention is to prevent game objects that are not appropriate for distribution of gameplay videos from appearing in the distributed video during collaborative play. [Appendix 4] An information processing device as described in Appendix 1, which has a display control unit that displays a game screen, and when the distribution mode is set, the display control unit identifiably displays, on a game screen for recruiting guest players to play a specified quest together, players (host, guest) who participate in playing the specified quest and whose game objects used in the specified quest include game objects with specified attributes. According to the above information processing device, when distribution mode is set on a game screen for recruiting guest players to play collaboratively, players who have set game objects with specified attributes that are inappropriate for distributing gameplay videos to game objects used in a specified quest are identifiable and can be avoided from being matched, so that game objects that are inappropriate for distributing gameplay videos during collaborative play can be prevented from appearing in the distributed video.

[0119] Issues regarding [Appendix 5] One of the objects of the present invention is to prevent game objects that are not appropriate for distribution of gameplay videos from appearing in the distributed video during collaborative play. [Appendix 5] An information processing device as described in Appendix 1, which has a collaborative play control unit that controls collaborative play of a specified quest, and the collaborative play control unit controls the host player who is recruiting guest players to play the specified quest to be unable to recruit (unable to be matched) if the game objects (host's deck) used by the host player who is recruiting guest players to play the specified quest collaboratively include a game object with a specified attribute. According to the information processing device described above, if the host player sets a game object with a predetermined attribute that is inappropriate for distributing gameplay videos as a game object to be used in a predetermined quest, the guest player will be deemed unavailable for matching, and therefore, in collaborative play, game objects that are inappropriate for distributing gameplay videos will not appear in the distributed video.

[0120] Issues regarding [Appendix 6] One of the objects of the present invention is to prevent images that are inappropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 6] An information processing device as described in Appendix 1, having an image control unit that controls an image selected from a group of images including images (stamps, good job) owned by the player so that they can be displayed on the game screen while playing a specified quest, and the image control unit controls an image selected by the player from a first group of images that cannot be changed by the player so that they can be displayed when the distribution mode is set, and controls an image selected by the player from a second group of images that can be changed by the player so that they can be displayed when the distribution mode is not set. According to the above information processing device, when the distribution mode is set, the device controls the display of an image selected by the player from a first group of images that cannot be changed by the player, and the player can only use images that have been set in advance, thereby preventing images that are inappropriate for distributing gameplay videos from appearing in the distributed video.

[0121] Issues regarding [Appendix 7] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 7] The information processing device according to claim 1, wherein the distribution mode setting unit controls the distribution mode so that it cannot be set in the case of a quest in which a game object with a predetermined attribute appears. According to the above-mentioned information processing device, in the case of a quest in which a game object with a predetermined attribute that is inappropriate for distributing gameplay videos appears, the distribution mode is controlled so that it cannot be set, thereby preventing game objects that are inappropriate for distributing gameplay videos from appearing in the distributed video.

[0122] Issues regarding [Appendix 8] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 8] An information processing device as described in Appendix 1, comprising a warning unit that warns a player, and the warning unit warns one or more players playing a specified quest that they cannot select a distribution mode if the game objects used in the specified quest include a game object with a specified attribute. According to the above-described information processing device, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, the player playing the specified quest is warned that the distribution mode cannot be selected, and the player is made aware that if the distribution mode is selected, the game objects used in the specified quest will have to be changed, thereby preventing game objects that are inappropriate for distributing gameplay videos from appearing in the distributed video.

[0123] Issues regarding [Appendix 9] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 9] An information processing device as described in Appendix 1, which has a game object setting unit that sets game objects to be used in a specified quest (organizes a deck), and when distribution mode is set, the game object setting unit controls so that one or more players playing the specified quest cannot select a game object with a specified attribute as a game object to be used in the specified quest. According to the above information processing device, when the distribution mode is set, control is performed so that a player playing a specified quest cannot select a game object with a specified attribute that is inappropriate for distributing a gameplay video as a game object to use in the specified quest, thereby preventing game objects that are inappropriate for distributing a gameplay video from appearing in the distributed video.

[0124] Issues regarding [Appendix 10] One of the objects of the present invention is to make it easier for guest players to select a cooperative play in which to participate. [Appendix 10] An information processing device as described in Appendix 1, which has a display control unit that displays a game screen, and the display control unit displays, on a game screen for recruiting guest players to play a specified quest together, whether or not a host player recruiting guest players to play a specified quest together has set distribution mode in an identifiable manner. According to the information processing device described above, on the game screen for recruiting guest players to play collaboratively, whether or not the host player has set the distribution mode is clearly displayed, making it easier for both guest players who wish to play in distribution mode and guest players who have set game objects with predetermined attributes that are inappropriate for distributing gameplay videos to game objects used in a predetermined quest to select the collaborative play to participate in.

[0125] Issues regarding [Appendix 11] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 11] An information processing device as described in Appendix 1, comprising a warning unit that warns a player, and when a host player who is recruiting guest players to play a specified quest together has set distribution mode, the warning unit warns a guest player who has set a game object with a specified attribute as a game object to be used in the specified quest. According to the information processing device described above, when the host player has set the distribution mode, a warning is given to a guest player who has set a game object with a predetermined attribute that is inappropriate for distribution of gameplay video as the game object to be used in a predetermined quest, and the guest player is made aware that in order to participate in collaborative play, he or she must change the game object to be used in the predetermined quest, thereby preventing game objects that are inappropriate for distribution of gameplay video from appearing in the distributed video.

[0126] Issues regarding [Appendix 12] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 12] An information processing system including a player terminal operated by a player and a server computer capable of communicating with the player terminal via a network, the information processing system further comprising a distribution mode setting unit that sets a distribution mode for distributing video of a game played by the player, wherein when a game object with a predetermined attribute is included among game objects used in a predetermined quest by one or more players playing the predetermined quest, the distribution mode setting unit restricts play of the predetermined quest if the distribution mode is set, and does not restrict play of the predetermined quest if the distribution mode is not set. According to the above information processing system, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, play of the specified quest is restricted when the distribution mode is set, so that game objects that are inappropriate for distributing gameplay videos do not appear in the distributed video.

[0127] Issues regarding [Appendix 13] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 13] An information processing method in which a processor sets a distribution mode for distributing video of a game played by a player, and when a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players playing the predetermined quest, the processor restricts playing of the predetermined quest if the distribution mode is set, and does not restrict playing of the predetermined quest if the distribution mode is not set. According to the above information processing method, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, play of the specified quest is restricted when the distribution mode is set, so that game objects that are inappropriate for distributing gameplay videos do not appear in the distributed video.

[0128] Issues regarding [Appendix 14] One of the objects of the present invention is to prevent game objects that are not appropriate for the distribution of gameplay videos from appearing in the distributed videos. [Appendix 14] A program that causes a processor to set a distribution mode for distributing video of a game being played by a player, and when a game object with a predetermined attribute is included among game objects used in a predetermined quest by one or more players playing the predetermined quest, causes the processor to restrict play of the predetermined quest if the distribution mode is set, and does not restrict play of the predetermined quest if the distribution mode is not set. According to the above program, if the game objects used in a specified quest include a game object with a specified attribute that is inappropriate for distributing gameplay videos, play of the specified quest is restricted when the distribution mode is set, so that game objects that are inappropriate for distributing gameplay videos do not appear in the distributed video. [Explanation of symbols]

[0129] 10 Servers 11 Player terminal 12 Viewer terminal 13 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Distribution Department 34 Distribution mode setting section 35 Game Object Settings 36 Collaborative Play Control Unit 37 Image control unit 38 Warning section 39 Game control unit 41 Deliverable Mark 42 Undeliverable mark 43 Deck display area 44 Character display area 45 Distribution mode setting button 46 Warning Dialog 47 Deck display area 48 Organized deck display area 49 Host Display Area 50 Guest display area 51 Distribution setting identification mark 52 Unavailable mark 53 Warning Dialog 54 Messages S Information Processing System

Claims

1. a distribution mode setting unit that sets a distribution mode for distributing video of a game played by a player; The distribution mode setting unit When a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players who play the predetermined quest, When the distribution mode is set, restricting play of the predetermined quest; When the distribution mode is not set, there is no restriction on playing the predetermined quest. Information processing device.

2. The distribution mode setting unit If a game object with a predetermined attribute is included among the game objects used in the predetermined quest by one or more players who play the predetermined quest, When the distribution mode is set, control is performed so that play of the predetermined quest cannot be started; If the distribution mode is not set, control is performed to allow play of the predetermined quest to be started. The information processing device according to claim 1 .

3. a display control unit that displays a game screen; when the distribution mode is set, the display control unit hides at least some of the game objects with predetermined attributes among the game objects used by guest players in the predetermined quest on a game screen for recruiting guest players to play the predetermined quest together; The information processing device according to claim 1 .

4. a display control unit that displays a game screen; When the distribution mode is set, the display control unit identifiably displays, on a game screen for recruiting guest players to play the predetermined quest together, players who participate in playing the predetermined quest and whose game objects used in the predetermined quest include game objects with predetermined attributes. The information processing device according to claim 1 .

5. a cooperative play control unit for controlling cooperative play of the predetermined quest; the cooperative play control unit controls the host player, who is recruiting a guest player to play the predetermined quest cooperatively, to be unable to recruit the guest player when a game object with a predetermined attribute is included among game objects used in the predetermined quest by the host player, who is recruiting a guest player to play the predetermined quest cooperatively; The information processing device according to claim 1 .

6. an image control unit that controls an image selected from an image group including images owned by the player so that the image can be displayed on the game screen during play of the predetermined quest; The image control unit When the distribution mode is set, controlling the display so that an image selected by the player from a first image group that cannot be changed by the player is displayed; When the distribution mode is not set, control is performed so that an image selected by the player from a second image group changeable by the player can be displayed. The information processing device according to claim 1 .

7. the distribution mode setting unit controls the distribution mode so that it is not possible to set the distribution mode in the case of a quest in which a game object with a predetermined attribute appears; The information processing device according to claim 1 .

8. a warning unit that warns a player, the warning unit warns one or more players playing the predetermined quest that the distribution mode cannot be selected when a game object with a predetermined attribute is included in game objects used in the predetermined quest; The information processing device according to claim 1 .

9. a game object setting unit that sets game objects to be used in the predetermined quest; when the distribution mode is set, the game object setting unit performs control so that a game object with a predetermined attribute cannot be selected by one or more players playing the predetermined quest as a game object to be used in the predetermined quest; The information processing device according to claim 1 .

10. a display control unit that displays a game screen; the display control unit displays, on a game screen for recruiting guest players to play the predetermined quest together, whether or not a host player recruiting guest players to play the predetermined quest together has set the distribution mode in a identifiable manner. The information processing device according to claim 1 .

11. a warning unit that warns a player, the warning unit, when a host player recruiting guest players to play the predetermined quest together has set the distribution mode, warns guest players who have set game objects with predetermined attributes as game objects to be used in the predetermined quest. The information processing device according to claim 1 .

12. An information processing system including a player terminal operated by a player and a server computer capable of communicating with the player terminal via a network, a distribution mode setting unit that sets a distribution mode for distributing video of a game played by a player; The distribution mode setting unit When a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players who play the predetermined quest, When the distribution mode is set, restricting play of the predetermined quest; When the distribution mode is not set, there is no restriction on playing the predetermined quest. Information processing system.

13. The processor sets a distribution mode for distributing a video of a game played by a player; The processor: When a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players who play the predetermined quest, When the distribution mode is set, restricting play of the predetermined quest; When the distribution mode is not set, there is no restriction on playing the predetermined quest. Information processing methods.

14. causing the processor to set a distribution mode for distributing a video of a game being played by a player; The processor When a game object with a predetermined attribute is included among the game objects used in a predetermined quest by one or more players who play the predetermined quest, When the distribution mode is set, restricting play of the predetermined quest; When the distribution mode is not set, play of the predetermined quest is not restricted. program.

Citation Information

Patent Citations

  • Server system, play data communication system, and control method

    JP2023159132A