Program
By associating events in virtual spaces with real-time locations, the program ensures continued event progression, thereby increasing user engagement and interest.
Patent Information
- Application Number
- JP2024011867
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-30
- Publication Date
- 2025-08-12
AI Technical Summary
Existing information processing systems fail to effectively utilize the current location of mobile devices to enhance the interest of events by continuing event progression after a predetermined condition is met.
A program that associates an event at a first virtual position in a virtual space with a second virtual position in real space when the event ends due to the passage of time, allowing the event to inherit at least a portion of its progress to the new virtual position.
This approach increases the interest of events by allowing continued engagement and progression, enhancing user interaction and engagement.
Smart Images

Figure 2025117154000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program. [Background technology]
[0002] Conventionally, information processing systems capable of executing events utilizing the current location of a mobile device have been known. For example, Patent Document 1 discloses an event aimed at reducing the durability value of an enemy object to a specified value. Patent Document 1 also discloses that when an event ends after the durability value of the enemy object reaches a predetermined value that is closer to the initial value than the specified value, the event continues to progress and is associated with another location. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-145916 Summary of the Invention [Problem to be solved by the invention]
[0004] Nowadays, it is expected that the interest of events will be increased by further devising ways to utilize the current location of mobile terminals. [Means for solving the problem]
[0005] A program according to one embodiment of the present disclosure causes a computer to associate an event associated with a first virtual position in a virtual space corresponding to a first real position in real space with a second virtual position in virtual space corresponding to a second real position in real space when the event ends due to the passage of a specific time, and to inherit at least a portion of the progress of the event associated with the first virtual position when executing the event associated with the second virtual position. [Effects of the Invention]
[0006] According to the present disclosure, it is possible to increase the interest of an event. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of a terminal. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of a server. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal of FIG. [Figure 5] FIG. 5 is a diagram showing an example of the flow of processing for executing a game. [Figure 6] FIG. 6 is a diagram illustrating an example of a process flow for executing an event. [Figure 7] FIG. 7 is a diagram illustrating an example of the flow of a process for determining the result of an event. [Figure 8] FIG. 8 is a diagram illustrating an example of the flow of a process for associating an event with a second virtual location. [Figure 9] FIG. 9 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 10] FIG. 10 is a diagram showing an example of an event screen displayed on the terminal of FIG. [Figure 11] FIG. 11 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 12] FIG. 12 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 13] FIG. 13 is a diagram showing an example of a main screen displayed on the terminal of FIG. [Figure 14] FIG. 14 is a diagram showing an example of an event screen displayed on the terminal of FIG. DETAILED DESCRIPTION OF THE INVENTION
[0008] An information processing system according to the present disclosure will be described with reference to the drawings. [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player. Each terminal 100 is an example of an information processing device (computer). The server 200 is an example of an information processing device (computer).
[0009] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.
[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.
[0011] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, a touchscreen 180, and a GNSS receiver 185. Each component included in the terminal 100 is connected to a communication bus 190.
[0012] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.
[0013] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.
[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program implements game functions. The game program provides an environment for user 11 to play the game. The game program implements a function for hosting an event within the game. An event is an in-game event, a fun event, a performance, etc. As an example, the game program implements a function for hosting a battle event in which a user object operated by user 11 using terminal 100 and an enemy object determine victory or defeat based on some criteria. An enemy object is an example of a specific object. Hereinafter, in this disclosure, when simply referred to as an "event," it means an event held within a game provided by the system. The communication program implements a function for communicating with another computer. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.
[0015] For example, data stored in storage 130 may include data for defining a virtual space, data specifying various objects, and user information. The data for defining a virtual space may include map data. The various objects may include characters, equipment, and objects that make up screens for various games. As an example, the user information may include a user ID, a user name, gender, age, and address. The user information may include in-game currency, in-game items, and various rewards owned by user 11.
[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.
[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.
[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.
[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.
[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.
[0021] The touch screen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 may be realized as a transmissive or non-transmissive display device. For example, the monitor 181 may be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.
[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, if the operation device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the input operation of the user 11. For example, modes of input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other modes.
[0023] The operation device is not limited to the configuration described above. For example, if the operation device is the communication interface 140, the processor 110 receives a signal transmitted from an operation device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operation device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.
[0024] The GNSS receiver 185 acquires location information regarding the current location of the terminal 100. The GNSS receiver 185 may be used as a positioning device configured to acquire location information of the user 11 using the terminal 100. As an example, the GNSS receiver 185 acquires location information regarding the current location coordinates of the terminal 100 from positioning satellites. As an example, the location coordinates are latitude and longitude coordinate values. As an example, the GNSS receiver 185 is a GPS receiver that receives location signals from GPS satellites. Note that the GNSS receiver 185 may also be a GLONASS receiver that receives location signals from GLONASS satellites, a Galileo receiver that receives location signals from Galileo satellites, or a BDS receiver that receives location signals from BDS satellites.
[0025] The position device is not limited to the above-described configuration. For example, if the position device is the input / output interface 150, the processor 110 identifies the current position of the terminal 100 based on a signal transmitted from an external input device 300. For example, if the input device 300 is a camera, the processor 110 identifies the photographing position based on a received photographed image, thereby identifying the current position of the terminal 100.
[0026] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.
[0027] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.
[0028] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.
[0029] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.
[0030] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.
[0031] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.
[0032] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.
[0033] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) having a cohesive function. As an example, the terminal 100 may include a game control unit 101, a position acquisition unit 102, a display control unit 104, a memory unit 105, a communication unit 106, and an input / output unit 107. As an example, the game control unit 101 and the display control unit 104 can be realized by the processor 110. As an example, the position acquisition unit 102 can be realized by the processor 110 and a GNSS receiver 185. As an example, the memory unit 105 can be realized by the memory 120 and the storage 130. As an example, the communication unit 106 can be realized by the communication interface 140. As an example, the input / output unit 107 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.
[0034] The input / output unit 107 detects an input operation by the user 11 on the touch sensor 182 and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 107 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger or the like of the user 11 will simply be referred to as "touch."
[0035] When a touch on the touch sensor 182 starts, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 107 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 107 identifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.
[0036] The location acquisition unit 102 acquires location information of the terminal 100 at predetermined intervals. As an example, the predetermined interval is one second. The location acquisition unit 102 identifies the current location of the terminal 100 based on the acquired location information. As an example, the location acquisition unit 102 identifies the latitude and longitude coordinate values of the location of the terminal 100. To improve the accuracy of the location, the location acquisition unit 102 may be able to acquire location information in real time as much as possible. To avoid data load or data volume pressure, the predetermined interval for acquiring location information may be changed as desired.
[0037] The communication unit 106 receives various types of information from one or more servers 200. As an example, the information that the communication unit 106 receives from the server 200 may include game progress information and user information. The game progress information is information for controlling the progress of the game. The game progress information may include various requests.
[0038] The communication unit 106 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 106 to the server 200 may include game play information and user information. The game play information is information for reflecting input operations by the user 11 in the progress of the game. The game play information is output in response to input operations received by the input / output unit 107. The game play information is output in response to location information acquired by the location acquisition unit 102. The game play information may include various requests.
[0039] The game control unit 101 defines a main space in which the game is played. The main space is an example of a virtual space. The game control unit 101 arranges various objects in the main space. The various objects include objects that constitute a field. As an example, the objects that constitute the field are arranged based on map data. In other words, the game control unit 101 defines the main space based on map data of the real space. The various objects include a user object corresponding to the user 11. As an example, the user object is an avatar of the user 11. The various objects include an event object corresponding to an event. The game control unit 101 identifies an instruction from the user 11 based on game progress information, a touch position received by the input / output unit 107, the manner of the input operation, the coordinates of the user object, and the coordinates of the event object. As an example, the game control unit 101 can identify an instruction to execute an event in the game based on the game progress information, a touch position received by the input / output unit 107, the manner of the input operation, the coordinates of the user object, and the coordinates of the event object. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries related to the progress of the game.
[0040] The game control unit 101 defines an event space where an event is set. The event space is an example of a virtual space. The game control unit 101 places various objects in the event space. The various objects in the event space include objects that make up a field. The various objects in the event space include a user object (avatar). The game control unit 101 identifies instructions from the user 11 based on the touch position received by the input / output unit 107, the manner of the input operation, and the coordinates of each object in the event space. As an example, the game control unit 101 can identify an action instruction for the user object based on the touch position received by the input / output unit 107, the manner of the input operation, and the coordinates of each object in the event space. The game control unit 101 can make various determinations regarding the progress of the event. The game control unit 101 can perform various lotteries regarding the progress of the event.
[0041] The game control unit 101 generates game play information in response to game progress information, instructions from the user 11, various judgment results, and various lottery results. The game play information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for receiving various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various information. As an example, the processor 110, as the game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.
[0042] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates an image of a game screen according to game progress information received via the communication unit 106. The display control unit 104 creates an image of a game screen according to game play information generated by the game control unit 101. The display control unit 104 displays the image of the game screen on the monitor 181. The display control unit 104 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image in which 2D or 3D objects are controlled and drawn.
[0043] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 104, may execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.
[0044] The steps that can be executed in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be pre-stored in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.
[0045] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). As an example, the game control unit 201 can be realized by a processor 210. As an example, the memory unit 205 can be realized by a memory 220 and a storage 230. As an example, the communication unit 206 can be realized by a communication interface 240. As an example, the input / output unit 207 can be realized by the processor 210 and an input / output interface 250.
[0046] The communication unit 206 receives various types of information from each terminal 100. For example, the information that the communication unit 206 receives from each terminal 100 includes game play information and user information. The communication unit 206 transmits various types of information to each terminal 100. For example, the information that the communication unit 206 transmits to each terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.
[0047] The game control unit 201 progresses the game in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the game. The game control unit 201 can conduct various lotteries regarding the progress of the game. The game control unit 201 progresses an event in accordance with the game play information received by the communication unit 206 from the terminal 100. The game control unit 201 can make various determinations regarding the progress of the event. The game control unit 201 can conduct various lotteries regarding the progress of the event. The game control unit 201 generates game progress information in accordance with the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for receiving various information. As an example, the processor 210, as the game control unit 201, can perform a function corresponding to the step by executing a step for transmitting various information. As an example, processor 210, as game control unit 201, can perform functions corresponding to steps by executing steps for progressing the game.
[0048] The steps that can be executed in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be pre-stored in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.
[0049] [Game Overview] As an example, in a game according to the present disclosure, an avatar (user object) of user 11 moves to a corresponding virtual position in the main space according to the real position in the real space of user 11. In the game, an event may occur when user 11 moves to a real position in the main space that corresponds to a virtual position with which the event is associated.
[0050] [Event Overview] An example of a specific specification of an event will be described. For example, the event may include accomplishing a predetermined task. For example, the task may be defeating an enemy object. For example, the event may include the user 11 controlling his / her own avatar. For example, the avatar is a character selected in advance by the user 11 from among a plurality of characters.
[0051] For example, an event may involve a battle between a single avatar and a single enemy object. For example, the event may employ a real-time system in which all objects operate according to the flow of time in real space. The success condition for the event is that the enemy object becomes incapacitated before the time set for the event (hereinafter referred to as the event time) has elapsed. The event time is an example of a specific time. Avatars and enemy objects become incapacitated when their hit points (hereinafter referred to as HP), a parameter (ability value), reach 0. HP is an example of a specific parameter. The enemy object's HP decreases when attacked by the user's avatar. The avatar's HP decreases when attacked by the enemy object. On the other hand, the failure condition for the event is that the event time elapses before the enemy object's HP reaches 0. The failure condition for the event is that the avatar's HP reaches 0 before the enemy object's HP reaches 0.
[0052] If an event fails, it can be executed again while retaining at least a portion of the progress state. For example, the event can be executed again while retaining the state of the enemy object. For example, the enemy object's state includes states that affect the enemy object's behavior and states that do not affect the enemy object's behavior. For example, states that do not affect the enemy object's behavior include a state in which the enemy object's HP is reduced, a state in which a specified body part of the enemy object is missing, and a state in which a specified body part of the enemy object is injured. For example, states that affect the enemy object's behavior include the enemy object's mental state and an abnormal state. For example, the enemy object's mental state includes an angry state, which increases the amount of HP reduction of the avatar when an attack from the enemy object hits, and a tired state, which reduces the enemy object's movement speed. For example, the enemy object's abnormal state includes a paralysis state, which reduces the enemy object's movement speed and attack speed, and a poison state, which reduces the enemy object's HP. Note that some or all of the states of a reduced enemy object's HP, a state in which a specified body part of the enemy object is missing, and a state in which a specified body part of the enemy object is injured may affect the enemy object's behavior. For example, a reduced enemy object's HP may affect its attacks and movement. For example, if a predetermined part of an enemy object is missing, the missing part may affect attacks or movement. For example, if a predetermined part of an enemy object is injured, the injured part may affect attacks or movement.
[0053] An event may involve a battle between multiple avatars and a single enemy object, a battle between a single avatar and multiple enemy objects, or a battle between multiple avatars and multiple enemy objects. When multiple avatars participate in an event, each avatar may be operated by a single user 11, or may be operated by a different user 11. In other words, an event may be one in which multiple users 11 can participate. When multiple enemy objects participate in an event, the event may involve points being awarded when the enemy objects are rendered unable to act. In this case, the success condition of the event may be that one or more specific enemy objects are rendered unable to act, and that the points reach a specified value, etc.
[0054] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be character development or the creation of a city or building.
[0055] [Overview of screen transitions on devices] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of each terminal 100 depending on the progress of the game and instructions from the user 11. As an example, the various screens may include a main screen 40 and an event screen 50.
[0056] The main screen 40 is an initial screen. The main screen 40 may be displayed when an event is not being executed. The main screen 40 is a screen for instructing the display of the event screen 50. The main screen 40 may include information indicating a real location corresponding to a virtual location associated with an event. The event screen 50 may be displayed while an event is being executed. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the results of the event. The results of the event may include information indicating whether the event was achieved or not.
[0057] [An example of the process flow for running a game] As shown in FIG. 5, in step S100, when a game program is launched, the processor 110 of the terminal 100 starts the game and transmits a game start notification to the server 200, the game start notification including information that can identify the start of the game. For example, the game start notification includes a user ID. For example, the game start notification includes location information of the terminal 100 and surrounding map data. In step S101, the processor 210 of the server 200 receives the game start notification. Based on the game start notification, the processor 210 synchronizes the location information and map information with the user ID, thereby enabling the game using location information to proceed. In step S102, the processor 110 of the terminal 100 displays the main screen 40 on the monitor 181. For example, the processor 110 defines a main space and places a virtual camera in the main space, thereby displaying the main screen 40 on the monitor 181, the main screen 40 including the area captured by the virtual camera. For example, the main space is defined based on map data. For example, an avatar of the user 11 is placed in the main space. The avatar of user 11 is placed at a virtual position according to the real-world position of user 11. The avatar of user 11 is an object that indicates the real-world position of user 11 based on its placement position. As an example, an event object corresponding to an event is placed in the main space. The event object is placed at a virtual position with which the corresponding event is associated. The event object is an object that indicates, based on its placement position, a real-world position that corresponds to the virtual position with which the event is associated. As an example, the event object is an object that indicates that the corresponding event can be executed by taking over at least a portion of the progress state of a failed event. As an example, the event object is an object that indicates the number of times the progress state of the event has been taken over. The upper limit of the number of event objects that can be placed in the main space may be one or more. The multiple event objects are each associated with different positions.
[0058] In step S103, the processor 110 of the terminal 100 executes main processing on the terminal side. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. As an example, when the user 11 moves, the processor 110 moves the avatar of the user 11 based on the position information. As an example, the processor 110 transmits play information indicating the position information after the movement to the server 200. As an example, the processor 110 receives progress information from the server 200. The processor 110 updates the main space data according to the progress information. As an example, the processor 110 associates an event with a predetermined virtual position according to the progress information, and places an event object at the virtual position.
[0059] In step S104, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various types of information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various types of information received from the terminal 100. As an example, the processor 210 receives play information from the terminal 100. In accordance with the play information, the processor 210 transmits progress information to the terminal 100 indicating that an event is to be associated with a predetermined virtual position.
[0060] [Example of event execution process flow] As shown in FIG. 6 , in step S200, the processor 110 of the terminal 100 accepts an event start operation when the user 11 is located at a real location corresponding to a virtual location associated with an event. As an example, the processor 110 determines that the user 11 is located at a real location corresponding to a virtual location associated with an event when the user 11 is located within a predetermined real range in real space corresponding to a predetermined virtual range in the main space. As an example, the predetermined real range is a cylindrical range with a predetermined radius centered on the position coordinates of the real location corresponding to the virtual location associated with the event. As an example, the predetermined radius is 50 meters. In step S201, when the processor 110 of the terminal 100 accepts a start operation instructing the start of an event, the processor 110 starts the event and transmits an event start notification to the server 200, the event start notification including information that identifies the start of the event. In step S202, the processor 110 of the terminal 100 displays an event screen 50 on the monitor 181. For example, processor 110 defines an event space and places a virtual camera in the event space, thereby displaying event screen 50 including the area captured by the virtual camera on monitor 181. As an example, an avatar of user 11 and an enemy object are placed in the event space.
[0061] In step S203, processor 110 of terminal 100 executes terminal-side event processing. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 receives an operation to instruct an avatar to act (hereinafter referred to as an action instruction operation), processor 110 transmits play information indicating the content of the operation to server 200. Processor 110 controls events based on the various information received from server 200. As an example, processor 110 updates event space data according to the progress information.
[0062] In step S204, the processor 210 of the server 200 receives an event start notification. In step S205, the processor 110 of the terminal 100 executes server-side event processing. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 defines an event space. The processor 210 places a field object in the event space. The processor 210 places the avatar of the user 11 and an enemy object in the event space. As an example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the behavior of the avatar according to the play information. As an example, the processor 210 determines whether the avatar has moved. The processor 210 moves the avatar based on the determination result. As an example, the processor 210 determines whether an attack hits an enemy object. When processor 210 determines that the attack has hit, it reduces the HP of the enemy object. Processor 210 transmits progress information indicating the result of the avatar's action to terminal 100. When the avatar's action ends, processor 210 causes the enemy object to act. As an example, processor 210 determines whether the enemy object will move. As an example, processor 210 moves the enemy object based on the determination result. As an example, processor 210 determines whether the attack has hit the avatar. When processor 210 determines that the attack has hit, it reduces the avatar's HP. Processor 210 transmits progress information indicating the result of the enemy object's action to terminal 100.
[0063] In step S206, when the event termination condition is met, processor 210 of server 200 terminates the event and transmits an event result notification indicating the result of the event to terminal 100. In step S207, processor 110 of terminal 100 receives the event result notification. In step S208, processor 110 of terminal 100 displays the event result on monitor 181 on event screen 50. Thereafter, processor 110 of terminal 100 displays main screen 40 on monitor 181, and ends the series of processes for executing the event.
[0064] [An example of the process flow that determines the outcome of an event] In the server-side event processing, the processor 210 of the server 200 determines at predetermined intervals whether the end condition of the event is met, and if the end condition of the event is met, the result of the event.
[0065] As shown in FIG. 7, in step S300, processor 210 of server 200 determines whether the success condition of the event has been met. As an example, processor 210 determines that the success condition of the event has been met when the HP of the enemy object reaches 0. If the success condition of the event has been met (step S300: YES), processor 210 of server 200 determines that the event has succeeded in step S301. If the success condition of the event has not been met (step S300: NO), processor 210 of server 200 determines whether the failure condition of the event has been met in step S302. As an example, processor 210 determines that the failure condition of the event has been met when the event time set for the event has elapsed. As an example, processor 210 determines that the failure condition of the event has been met when the HP of the avatar reaches 0 without the event time having elapsed. If the failure condition of the event has been met (step S302: YES), processor 210 of server 200 determines that the event has failed in step S303. If the failure condition of the event is not met (step S302: NO), processor 210 of server 200 determines that the end condition of the event is not met.
[0066] [Example of a process flow for associating an event with a second virtual location] If the event fails, the processor 210 of the server 200 associates the event with another location.
[0067] As shown in FIG. 8 , in step S310, processor 210 of server 200 determines a second virtual location to associate with the event based on the first virtual location. The first virtual location is a virtual location with which the failed event was associated. The second virtual location is a virtual location with which an executable event is associated, taking over the progress state of the failed event. The first virtual location is a location corresponding to the first real location. The second virtual location is a location corresponding to the second real location. As an example, processor 210 determines the second virtual location based on the progress state of the event. As an example, processor 210 determines the second virtual location based on the HP of an enemy object. As an example, processor 210 determines the second virtual location based on the first virtual location. As an example, the closer the HP of the enemy object is to 0, the closer the processor 210 determines the second virtual location to be a location closer to the first virtual location as the second virtual location. As an example, processor 210 determines the second virtual location based on the progression path traveled to execute the failed event. For example, when user 11 moves from a predetermined real position to a first position, processor 210 determines a second virtual position from within an area inside a line that is a predetermined angle from a line connecting a predetermined virtual position corresponding to the predetermined real position and the first virtual position, starting from the first virtual position. As an example, the predetermined real position is the real position of user 11 a predetermined time before the start of the failed event. As an example, the predetermined time is 5 minutes. As an example, the predetermined virtual position used to determine the second virtual position may be a virtual position associated with an event executed immediately before the failed event. As an example, the predetermined angle is 45 degrees.
[0068] In step S311, the processor 210 of the server 200 determines a specified time for the event. The specified time for the event is the time for which the event is associated with the second virtual location. In other words, the event can be executed until the specified time has elapsed, and cannot be executed after the specified time has elapsed. As an example, the processor 210 determines the specified time for the event based on the progress state of the event. As an example, the processor 210 determines the specified time for the event based on the HP of an enemy object. As an example, the processor 210 determines the specified time for the event so that the closer the HP of the enemy object is to 0, the longer the specified time for the event. In step S312, the processor 210 of the server 200 determines the event time. As an example, the processor 210 determines the event time based on the progress state of the event. As an example, the processor 210 determines the event time based on the HP of the enemy object. As an example, the processor 210 determines the event time so that the closer the HP of the enemy object is to 0, the longer the event time.
[0069] In step S313, processor 210 of server 200 associates the event with the determined second virtual location for a period until a specified time for the event has elapsed. In this manner, processor 210 associates the event with the second virtual location if the event associated with the first virtual location has failed. That is, processor 210 associates the event with the second virtual location if the event associated with the first virtual location has ended due to the elapse of the event time. Processor 210 associates the event with the second virtual location if the event associated with the first virtual location has ended due to the avatar's HP reaching 0. As a result, the event associated with the second virtual location inherits the progress state of the failed event. For example, the event associated with the second virtual location inherits at least a portion of the progress state of the failed event. For example, processor 210 associates the event with the second virtual location so as to inherit the HP of the enemy object when the event has failed. Processor 210 of server 200 transmits progress information indicating that the event has been associated with the second virtual location to terminal 100. When associating a new event with a predetermined virtual location, the processor 210 determines the location to associate the event with, the specified time, and the event time according to the type of event.
[0070] [Example of display screen on device and processing flow related to display] [Main Screen] As shown in FIG. 9 , when a game program is launched and a game starts, a main screen 40 is displayed. The main screen 40 includes various objects. As an example, the main screen 40 includes a field object 80 based on map data. As an example, the main screen 40 includes an avatar 91 of the user 11. The avatar 91 is an object that indicates the real-world location of the user 11. As an example, the main screen 40 includes an event object 92. The event object 92 is an object that indicates a real-world location corresponding to a virtual location associated with an event. The event object 92 may be an object that indicates the content of the event. The event object 92 may be an object that indicates the remaining time of a specified time for the event. As an example, the event object 92 is an object that resembles an enemy object that appears in the event. As an example, the user 11 can move in real space to instruct the avatar 91 to move to a corresponding position in the main space. As an example, when the user 11 is located in a real-world location that corresponds to the virtual location associated with the event, a start operation can be performed to instruct the start of the event by tapping on the portion where the event object 92 is displayed.
[0071] [Event screen] As shown in FIG. 10 , when an event starts, an event screen 50 is displayed. The event screen 50 includes various objects. As an example, the event screen 50 includes a field object 81 that constitutes the stage for the event. The event screen 50 includes an avatar 91. The event screen 50 includes an enemy object 93. The event screen 50 includes an HP bar 94 that indicates the HP of the enemy object 93. The event screen 50 includes time information 95 that indicates the remaining time of the event. As an example, by tapping on the area where the field object 81 is displayed, an operation can be performed to instruct the avatar 91 to move to that position. As an example, by tapping on the area where the enemy object 93 is displayed, an operation can be performed to instruct an attack on the enemy object 93.
[0072] An example of the main screen 40 when the event is associated with a second location due to the event failing will be described. As shown in FIG. 11 , when a predetermined event ends, the main screen 40 is displayed in place of the event screen 50. On the main screen 40, an event object 92 moves from the first virtual position to the second virtual position, indicating that the event associated with the first virtual position has ended and the event is now associated with the second virtual position. The second virtual position is determined based on the progress of the event associated with the first virtual position. The second virtual position is determined based on the durability value of the enemy object 93 in the event associated with the first virtual position. The second virtual position is determined based on the progression path in real space that the user 11 has traveled to perform the event associated with the first virtual position.
[0073] The processor 110 of the terminal 100 causes the monitor 181 to display the event object 92 corresponding to the event associated with the second virtual location in a display manner different from that of the event object 92 corresponding to the event associated with the first virtual location. As an example, the display manner of the event object 92 corresponding to the event associated with the second virtual location is a display manner in which an effect is added to surround the event object 92. As an example, the event object 92 corresponding to the event associated with the second virtual location is displayed in a display manner according to the number of times the progress state of the event has been taken over. As an example, the effect added to surround the event object 92 corresponding to the event associated with the second virtual location varies depending on the number of times the progress state of the event has been taken over. Note that the display manner of the event object 92 may change each time the number of times the progress state of the event has been taken over increases, or may change each time a predetermined number of times is reached. The specified number of times may be one or more. Each of the multiple specified numbers may have a regularity or may not have a regularity. The processor 110 of the terminal 100 causes the monitor 181 to display the event object 92 to indicate the predetermined time of the event associated with the second virtual location. The predetermined time of the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location. The predetermined time of the event associated with the second virtual location is longer the more advantageous the progress of the event associated with the first virtual location is for the user 11.
[0074] After an event is associated with the second virtual location, an example of the main screen 40 when the user 11 moves in a direction different from the direction of the second real location will be described. As shown in FIG. 12 , when user 11 moves in a direction different from the direction of the second real location, main screen 40 includes a warning notification 96. Warning notification 96 is a notification indicating a warning regarding the execution of an event associated with the second virtual location. As an example, warning notification 96 is a notification indicating that user 11 is moving in a direction different from the direction of the second real location. Warning notification 96 is an example of a specific notification. In the terminal-side main processing, processor 110 of terminal 100 displays warning notification 96 on monitor 181 when user 11 moves in a direction different from the direction of the second real location. As an example, processor 110 of terminal 100 determines that user 11 is moving in a direction different from the direction of the second real location when user 11 moves outside a predetermined area. As an example, the predetermined area is an area inside a line that starts at the first real location and forms a predetermined angle with a line connecting the first real location and the second real location.
[0075] As shown in FIGS. 13 and 14 , when user 11 is located at the second real location, a start operation can be performed to instruct the start of the event by tapping on a portion where a corresponding event object 92 is displayed. When processor 110 of terminal 100 accepts the start operation, it executes the event associated with the second virtual location. When executing the event associated with the second virtual location, processor 110 executes the event while inheriting at least a portion of the progress state of the event associated with the first virtual location. When the event associated with the second virtual location starts, event screen 50 is displayed. The event associated with the second virtual location is executed while inheriting at least a portion of the progress state of the event associated with the first virtual location. As an example, the event associated with the second virtual location is executed while inheriting the HP of the enemy object 93 in the event associated with the first virtual location. That is, when the event associated with the second virtual location starts, HP bar 94 indicates the HP of the enemy object 93 in the event associated with the first virtual location. The event duration of the event associated with the second virtual location is determined based on the progress state of the event associated with the first virtual location. The event time of the event associated with the second virtual position is determined based on the HP of the enemy object 93 in the event associated with the first virtual position.
[0076] The effects of the present disclosure will be described. (1) When an event associated with a first virtual location ends due to the passage of the event time, the event associated with a second virtual location can be executed by inheriting the progress of the event. In other words, regardless of the percentage of the event associated with the first virtual location that has been successfully progressed, the event associated with the second virtual location can be executed by inheriting the progress of the event. This allows even users 11 who are not good at progressing through events to enjoy a series of events that are executed while moving between multiple locations. This can increase the interest level.
[0077] (2) The event object 92 corresponding to the event associated with the second virtual location has a different display mode from the event object 92 corresponding to the event associated with the first virtual location, which makes it easier for the user 11 to recognize events that can be executed by taking over from the event associated with the first virtual location.
[0078] (3) In particular, the event object 92 is displayed in a display manner according to the number of times the event has been taken over. Since the event progresses with each takeover, the display manner of the event object 92 can easily give the user 11 the impression that the event is approaching success.
[0079] (4) Because the second virtual location is determined based on the progress of the event associated with the first virtual location, even if the probability of success of the event associated with the first virtual location becomes low, the progress can be interesting to the user. Also, even if the user 11 feels that the probability of success of the event associated with the first virtual location becomes low, the user can enjoy adjusting the progress of the event with the aim of adjusting the virtual location to which the event will next be associated.
[0080] (5) For example, the second virtual position is determined based on the HP of the enemy object 93 in the event associated with the first virtual position. In this case, even if the user 11 feels that the success rate of the event associated with the first virtual position has decreased, the user 11 can enjoy adjusting the HP of the enemy object 93 in order to adjust the second virtual position.
[0081] (6) The second virtual position is determined based on the travel route of the user 11. This allows the second virtual position to be suitably determined in accordance with the travel route of the user 11. (7) The event duration of the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location. By changing the event duration according to the progress of the event, the difficulty level of the event can be appropriately adjusted.
[0082] (8) The specified time of the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location. This makes it possible to suitably determine the specified time of the event associated with the second virtual location depending on the progress of the event associated with the first virtual location.
[0083] (9) For example, the specified time of an event associated with the second virtual location becomes longer as the progress of the event associated with the first virtual location becomes more favorable for the user 11. The more favorable the progress of the event for the user 11, the more likely the user 11 is to perform the event again. Therefore, in a situation where the user 11 is expected to be highly motivated, the user 11 is more likely to perform the event associated with the second virtual location. Note that, when a specific condition is met, the specified time of the event associated with the second virtual location may be shorter than the specified time of the event associated with the first virtual location. For example, the specific condition is met when the progress of the event associated with the first virtual location has not reached the specified time. The specific condition may also be met in other cases. This prevents the specified time of the event associated with the second virtual location from necessarily being longer than the specified time of the event associated with the first virtual location. This can provide the user 11 with an even greater sense of tension. The specified time of the event associated with the second virtual location may be determined randomly with a certain probability, regardless of the progress of the event associated with the first virtual location. Furthermore, the probability that the specified time of the event associated with the second virtual location will be relatively long or relatively short may be increased depending on the progress of the event associated with the first virtual location. This makes it difficult to complete a series of events easily, thereby increasing the interest of the game.
[0084] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. [Change Example 1] The event object 92 may be displayed on the monitor 181 in a display manner that corresponds to the progress state being carried over. In this way, the display manner of the event object 92 makes it easier for the user to get the impression that the success of the event is approaching. As an example, the event object 92 may be an object that indicates the HP of the enemy object 93. As an example, the event object 92 may be an object that indicates the status of the enemy object 93.
[0085] [Change Example 2] In addition to or instead of when the user moves in a specific direction different from the second virtual location, the alert notification 96 as a specific notification may be executed when the notification time has elapsed without the event associated with the second virtual location being executed. This allows the user to be prompted to execute an event when the notification time has elapsed but the event associated with the second virtual location has not been executed. For example, the notification time may be predetermined or may vary depending on the situation. For example, the notification time may be determined based on the distance between the first virtual location and the second virtual location. For example, the notification time may be determined based on a specified time for the event associated with the second virtual location. For example, the notification time may be determined based on the moving speed of the user 11. For example, the notification time may be determined based on any number of pieces of information among these.
[0086] [Change Example 3] The second virtual location may be determined based on other information in addition to or instead of the progress status of an event associated with the first virtual location and the progress path of the user 11. For example, the second virtual location may be determined based on a specific virtual location associated with a specific event different from the event associated with the first virtual location. This allows a user who is attempting to execute a series of events, including an event associated with the first virtual location and an event associated with the second virtual location, to be prompted to execute the specific event. For example, the specific event may be an event for progressing the game, or may not be an event for progressing the game. Here, progress in the game refers to the unlocking of new features in the game and the progression of a story related to the completion of the game. For example, the second virtual location may be determined based on elements of the first virtual location. For example, the second virtual location may be determined from a location that shares elements with the first virtual location. In other words, the second virtual location may be a location related to the first virtual location. For example, elements of a virtual location include topography and usage classification. For example, topography includes a pond, a grassland, a riverbank, a coast, and a mountain. For example, usage categories include a home, a facility, and a park. Elements of the virtual location are determined according to elements of the corresponding real location. The second virtual location may be determined based on any one or more of the progress of an event associated with the first virtual location, the path of the user 11, and other information.
[0087] [Change Example 4] The event time of the event associated with the second virtual location may be determined based on other information in addition to or instead of the progress state of the event associated with the first virtual location. As an example, the event time of the event associated with the second virtual location may be determined based on the number of times the progress state of the event has been carried over. This allows the difficulty of the event to be suitably adjusted based on the number of times the progress state of the event has been carried over. Furthermore, since the display mode of the event object 92 differs depending on the number of times the progress state of the event has been carried over, the event time of the event associated with the second virtual location can be estimated from the event object 92. As an example, the event time of the event associated with the second virtual location may be determined based on the distance between the first virtual location and the second virtual location. This can improve the interest of the user 11 when moving to the second real location. As an example, the event time of the event associated with the second virtual location may be determined based on the time until the event associated with the second virtual location is executed. This can improve the interest of the user 11 when moving to the second real location. The event time of the event associated with the second virtual location may be determined based on any one or more of the progress state of the event associated with the first virtual location and the other information.
[0088] [Change Example 5] The predetermined time for the event associated with the second virtual location may be determined based on other information in addition to or instead of the progress status of the event associated with the first virtual location. As an example, the predetermined time for the event associated with the second virtual location may be determined based on the distance between the first virtual location and the second virtual location. This allows the predetermined time for the event associated with the second virtual location to be suitably determined depending on the distance between the first virtual location and the second virtual location. As an example, the predetermined time for the event associated with the second virtual location may be determined based on the user's movement speed. This allows the predetermined time for the event associated with the second virtual location to be suitably determined depending on the user's movement speed. The predetermined time for the event associated with the second virtual location may be determined based on any one or more of the progress status of the event associated with the first virtual location and this other information.
[0089] [Change Example 6] The information carried over from the event associated with the first virtual location to the event associated with the second virtual location may include information that does not change during the execution of the event and information that can be determined from multiple options when the series of events is associated with the first location. As an example, the information carried over to the event associated with the second virtual location may include information about the appearance, such as the size and color, of the enemy object 93.
[0090] [Change Example 7] If an event associated with a first virtual location ends due to failure, whether or not an event is associated with a second virtual location may be determined according to the event's ending condition. In other words, if an event associated with a first virtual location ends due to an avatar's HP reaching 0, the event may not be associated with a second virtual location.
[0091] [Change Example 8] If an event associated with a first virtual location ends due to failure, whether or not an event is associated with a second virtual location may be determined based on the results of a predetermined lottery, the winning probability of which varies depending on the event's ending condition. As an example, the winning probability of the predetermined lottery may vary depending on one or more of the following information: the type of event, the progress status of the event, the number of times the progress status of the event has been carried over, and the type of event's ending condition. Note that if the winning probability of the predetermined lottery is 0 or 1, the predetermined lottery may be omitted.
[0092] [Change Example 9] When an event associated with a first virtual location is executed by multiple users, the event associated with a second virtual location may be executable by some of the multiple users. In other words, the event associated with the second virtual location may be executable even if not all users who participated in the event associated with the first virtual location are present. In this case, whether the event associated with the second virtual location can be executed with the progress status inherited, and the degree of progress inheritance, may be determined based on the contribution of users participating in the event associated with the second virtual location. For example, the contribution is the degree to which a user contributed to the progress of a series of events. For example, the contribution is based on the HP of enemy objects 93 reduced by the user's avatar in a series of events. For example, the event associated with the second virtual location may inherit the progress status of the event associated with the first virtual location if the total contribution of participating users is equal to or greater than a specified value. For example, the specified value is half of the total contribution. For example, the event associated with the second virtual location may be executed in a state according to the total contribution of participating users. Note that users who did not participate in the event associated with the first virtual location may be able to participate in the event associated with the second virtual location. When rewards are awarded to users based on the outcome of an event, rewards may be awarded to all users, including users who participated in only some of the events in a series, to users who participated in all of the events, or to users who participated in the last event.
[0093] [Change Example 10] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The order of steps and processes can be arbitrarily changed without departing from the scope of the embodiments and modifications.
[0094] [Change Example 11] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).
[0095] [Change Example 11] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.
[0096] [Change Example 12] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves).
[0097] [Change Example 13] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0098] [Change Example 14] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or they can be understood as separate programs. The server 200 may perform all processing, and the processing results may be displayed as images on the monitor 181 of the terminal 100.
[0099] [Change Example 15] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In other words, all of the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200 or by the processor 110 of the terminal 100.
[0100] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, a computer may be configured with one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100. As an example, any part of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 210 of the server 200, and the remaining parts may be implemented by the processor 110 of the terminal 100.
[0101] The various functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various functions that can be realized by the game control unit 101 and the display control unit 104 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.
[0102] [Change Example 16] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may also be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.
[0103] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation. (Appendix 1) A program that causes a computer (100, 200) to associate an event with a second virtual position in the virtual space corresponding to a second real position in the real space when an event associated with a first virtual position in a virtual space corresponding to a first real position in the real space ends due to the passage of a specific time, and to take over at least a portion of the progress of the event associated with the first virtual position when executing an event associated with the second virtual position.
[0104] (Appendix 2) A program described in Appendix 1 that causes a computer (100, 200) to display an object (92) corresponding to an event associated with the second virtual position in a display manner different from that of an object (92) corresponding to an event associated with the first virtual position.
[0105] (Supplementary Note 3) The program according to Supplementary Note 2, wherein the object (92) corresponding to the event associated with the second virtual position is displayed in a display manner according to the number of times the progress state of the event has been carried over.
[0106] (Supplementary Note 4) The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein an object (92) corresponding to an event associated with the second virtual position is displayed in a display mode according to the progress state being carried over.
[0107] (Appendix 5) A program described in any of Appendices 1 to 4, which causes a computer (100, 200) to execute a specific notification (96) related to an event associated with the second virtual location when the notification time has elapsed without the event associated with the second virtual location being executed, or when the user moves in a specific direction different from the second virtual location.
[0108] (Supplementary Note 6) The program according to any one of Supplementary Notes 1 to 5, wherein the second virtual location is determined based on a progress state of an event associated with the first virtual location. (Supplementary Note 7) The program according to Supplementary Note 6, wherein the second virtual position is determined based on specific parameters of a specific object (93) when an event associated with the first virtual position ends.
[0109] (Supplementary Note 8) The program according to any one of Supplementary Notes 1 to 7, wherein the second virtual position is determined based on a specific virtual position in the virtual space associated with a specific event. (Supplementary Note 9) The program according to any one of Supplementary Notes 1 to 8, wherein the second position is determined based on a route along which the user is traveling.
[0110] (Supplementary Note 10) The program according to any one of Supplementary Note 1 to Supplementary Note 9, wherein the second virtual position is a position related to the first virtual position. (Supplementary Note 11) The program according to any one of Supplementary Notes 1 to 10, wherein the specific time of the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location.
[0111] (Supplementary Note 12) The program according to any one of Supplementary Note 1 to Supplementary Note 11, wherein the specific time of the event associated with the second virtual position is determined according to the number of times the progress state of the event has been carried over.
[0112] (Appendix 13) A program described in any of Appendices 1 to 12, wherein an event associated with the second virtual location can be executed within a period of time until a specified time has elapsed, and the specified time for the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location.
[0113] (Appendix 14) The program described in Appendix 13, wherein the specified time for the event associated with the second virtual location is longer the more advantageous the progress of the event associated with the first virtual location is for the user.
[0114] (Supplementary Note 15) The program according to any one of Supplementary Notes 1 to 14, wherein the specific time of the event associated with the second virtual position is determined based on the distance between the first virtual position and the second virtual position.
[0115] (Supplementary Note 16) The program described in any one of Supplementary Notes 1 to 14, wherein the specific time of the event associated with the second virtual location is determined based on the time until the event associated with the second virtual location is executed.
[0116] (Supplementary Note 17) The program according to Supplementary Note 13, wherein the specified time of the event associated with the second virtual position is determined based on the distance between the first virtual position and the second virtual position. (Supplementary Note 18) The program described in Supplementary Note 13, wherein the specified time for the event associated with the second virtual location is determined based on the user's movement speed.
[0117] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]
[0118] 10...information processing system 11...user 20...network 40...main screen 50...event screen 80, 81...field object 91...avatar 92...event object 93...enemy object 94...HP bar 95...time information 96...warning notification 100...terminal 101...game control unit 102...position acquisition unit 104...display control unit 105...storage unit 106...communication unit 107...input / output unit 110...processor 120...memory 130...storage 140...communication interface 150...input / output interface 160...microphone 170...speaker 180...touch screen 181...monitor 182...touch sensor 185...GNSS receiver 190...communication bus 200...server 201...game control unit 205...storage unit 206...communication unit 207...input / output unit 210...processor 220...Memory 230...Storage 240...Communication interface 250...Input / output interface 290...Communication bus 300...Input device
Claims
1. A program that causes a computer to associate an event with a second virtual position in the virtual space corresponding to a second real position in the real space when an event associated with a first virtual position in a virtual space corresponding to a first real position in the real space ends due to the passage of a specific time, and to take over at least a portion of the progress of the event associated with the first virtual position when executing an event associated with the second virtual position.
2. The program according to claim 1 , further comprising causing a computer to display an object corresponding to an event associated with the second virtual location in a different display manner from an object corresponding to an event associated with the first virtual location.
3. The program according to claim 2 , wherein the object corresponding to the event associated with the second virtual position is displayed in a display mode according to the number of times the progress state of the event has been taken over.
4. The program according to claim 2 or 3, wherein an object corresponding to an event associated with the second virtual position is displayed in a display mode according to a progress state to be carried over.
5. The program of claim 1, which causes a computer to execute a specific notification related to an event associated with the second virtual location when a notification time has elapsed without the event associated with the second virtual location being executed, or when the user moves in a specific direction different from the second real location.
6. The program according to claim 1 , wherein the second virtual location is determined based on a progress state of an event associated with the first virtual location.
7. The computer-readable medium according to claim 6 , wherein the second virtual location is determined based on a specific parameter of a specific object when an event associated with the first virtual location ends.
8. The program according to claim 1 , wherein the second virtual location is determined based on a specific virtual location in the virtual space associated with a specific event.
9. The program according to claim 1 , wherein the second virtual position is determined based on a path of travel of the user.
10. The computer-readable medium according to claim 1 , wherein the second virtual location is a location relative to the first virtual location.
11. The program according to claim 1 , wherein the specific time of the event associated with the second virtual location is determined based on a progress state of the event associated with the first virtual location.
12. The program according to claim 11 , wherein the specific time period of the event associated with the second virtual position is determined according to the number of times the progress state of the event has been carried over.
13. The program of claim 1, wherein the event associated with the second virtual location can be executed within a period of time until a specified time has elapsed, and the specified time for the event associated with the second virtual location is determined based on the progress of the event associated with the first virtual location.
14. The program according to claim 13 , wherein the specified time for the event associated with the second virtual location is longer as the progress of the event associated with the first virtual location is more advantageous to the user.
Citation Information
Patent Citations
Game program, game system, and server device
JP2021145916A