Information processing device, information processing method, information processing program, and information processing system
The information processing device strategically manages object positions and reveals target object information to reduce player movement and resource consumption in games, enhancing gameplay efficiency.
Patent Information
- Application Number
- JP2024013493
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-31
- Publication Date
- 2025-08-13
AI Technical Summary
In games where a player object moves within a game field based on player operation, particularly when the position of target objects like items or enemy characters is unknown, it is inefficient and undesirable to move blindly, leading to excessive movement and resource consumption.
An information processing device with a placement control unit to manage object positions, a game progression unit to execute events when player and target objects are in a predetermined relationship, and a display control unit to reveal target object positions based on player history, reducing unnecessary movement and resource consumption.
The solution allows for strategic gameplay by minimizing player object movement and resource use while maintaining game progression and enjoyment.
Smart Images

Figure 2025118270000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, an information processing program, and an information processing system. [Background technology]
[0002] There are known games in which a moving object moves within a game field (game space) based on a player's operation. For example, there is a game in which a player moves a player object (character) within a field in a 3D (three-dimensional) virtual space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-257262 Summary of the Invention [Problem to be solved by the invention]
[0004] In a game in which a player object moves within a game field based on the player's operation, particularly when the position of a target object such as an item or enemy character is unknown, it is not appropriate from the perspective of game strategy to move the player object blindly within the game field, and it may be desirable to progress the game by reducing the amount of movement of the player object to the extent possible.
[0005] An object of the present invention is to provide an information processing device, an information processing method, an information processing program, and an information processing system that are capable of progressing a game by reducing the amount of movement of a player object to the greatest extent possible. [Means for solving the problem]
[0006] The information processing device according to the present invention comprises: A placement control unit, a game progression unit, and a display control unit are provided, the placement control unit controls placement positions of a target object, a specific object, and a player object in a game field; the placement control unit moves the player object based on an operation by a first player; the game progression unit, when the player object and the target object are in a predetermined positional relationship, enables an event associated with the target object to be executed; the display control unit updates, based on position history information of the player object, a restricted area in the game field in which the position information of the target object is concealed to an unrestricted area in which concealment of the position information of the target object is released; When the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit displays position information of at least one of the target objects placed in the restricted area on the display unit so that it is visible to the first player. [Effects of the Invention]
[0007] According to the present invention, the amount of movement of the player object can be reduced to the extent possible while the game progresses. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing the configuration of a game system according to an embodiment of the present invention. [Figure 2] 10 is an example of a home screen displayed on a display unit of a user terminal. [Figure 3] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 4] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 5] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 6]FIG. 2 is a block diagram showing the hardware configuration of a server according to the present embodiment. [Figure 7] FIG. 2 is a block diagram showing the hardware configuration of a user terminal according to the present embodiment. [Figure 8] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server according to the present embodiment. [Figure 9] 10 is a flowchart illustrating an example of a control process performed by a server. [Figure 10] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 11] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 12] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 13] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 14] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 15] 10 is an example of a game play screen displayed on a display unit of a user terminal. [Figure 16] 10 is an example of a game play screen displayed on a display unit of a user terminal. DETAILED DESCRIPTION OF THE INVENTION
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings, in which the same reference numerals denote the same or similar components.
[0010] (Configuration of Game System 1) FIG. 1 shows the configuration of a game system 1 in this embodiment. The game system 1 shown in FIG. 1 includes a server 10 (game server) and multiple user terminals 20 (user terminal 20a, user terminal 20b, user terminal 20c, and user terminal 20d). The server 10 and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication line 5 such as the Internet, an intranet, a wireless LAN, or mobile communication. The server 10 functions as an "information processing device" of the present invention. The game system 1 functions as an "information processing system" of the present invention.
[0011] In this embodiment, users using user terminal 20a, user terminal 20b, user terminal 20c, and user terminal 20d are referred to as user U1, user U2, user U3, and user U4, respectively. When there is no need to distinguish between user U1, user U2, user U3, and user U4, user U1, user U2, user U3, and user U4 will each be referred to as user U. User U corresponds to the "player" of the present invention.
[0012] Furthermore, when there is no need to distinguish between the user terminal 20a, the user terminal 20b, the user terminal 20c, and the user terminal 20d, the user terminal 20a, the user terminal 20b, the user terminal 20c, and the user terminal 20d will each be referred to as the user terminal 20.
[0013] The number of user terminals 20 included in the game system 1 is not limited to four, and it is sufficient that the game system 1 includes at least one user terminal 20.
[0014] The user terminal 20 is an information processing terminal such as a smartphone or tablet terminal, and provides a game to the user U. The user U can log in to the game and play the game by operating the user terminal 20. The user terminal 20 may be any type of terminal, such as a mobile phone, a personal computer (PC), a notebook PC, a personal digital assistant (PDA), or a home gaming device. The user terminal 20 may notify the server 10 of its own location detected using a global positioning system (GPS) or the like.
[0015] The server 10 is a device that performs some of the functions required for the user terminal 20 to provide a game, such as managing various types of information related to the user U and executing some of the game processing. The server 10 may be configured from one or more information processing devices, or may be configured using a virtual server (such as a cloud server).
[0016] (Game Overview) Next, an overview of the game (hereinafter also referred to as a battle game) provided by the game system 1 will be described. In the game provided by the game system 1, the user U can acquire new characters, items, etc. (game media) by organizing a deck with characters selected from a plurality of characters owned and clearing quests using the organized deck. The user U can also combine the acquired characters to make them stronger, or use items to strengthen the attributes of the characters, thereby challenging more difficult quests.
[0017] Here, a quest is a term meaning a task that can be completed by meeting certain predetermined conditions. A quest is also generally called an exploration, a task, or a mission. A user U who participates in a quest can complete the quest by meeting the certain conditions, and completing the quest will result in a reward being given to the user U and the story of the game progressing.
[0018] A deck is a term that refers to a group of multiple characters. When user U performs a quest, he or she selects characters with the appropriate abilities to complete the quest, organizes a deck, and performs the quest. In this embodiment, the user U's "performing" a quest or the like may be referred to as "quest play."
[0019] User U needs to consume stamina to perform a quest, and if, for example, stamina runs out (reach 0), the user cannot perform the quest until stamina recovers. Stamina can be recovered over time; for example, 1 stamina can be recovered every time a predetermined time (3 minutes) passes. Stamina is also fully recovered when User U's level (rank) increases due to points (experience points) awarded when a quest is cleared. Stamina can also be fully recovered by using one orb, which is a paid item. User U can easily check their current stamina by referring to the gauge (stamina gauge) displayed on the screen.
[0020] The game of this embodiment is a multiplayer game in which multiple users U can play together by operating their own user terminals 20. That is, a user U can not only play alone (solo play), but also play a common quest simultaneously with other users U in so-called multiplayer (also called cooperative play). That is, in the case of solo play, one user terminal 20 is sufficient, whereas in the case of multiplayer, two or more user terminals 20 are required. In multiplayer play, each user U operates a character assigned to them from among multiple characters that make up a deck.
[0021] In this multiplayer mode, a collaborative relationship is formed between a user U (hereinafter referred to as the "host user") who hosts a multiplayer mode for a specific quest and invites participants, and a user U (hereinafter referred to as the "guest user") who responds to the invitation and participates in the multiplayer mode, and the progress of the play is synchronized between the users U (host user, guest user) participating in the multiplayer mode. Note that the user U (host user) can also directly invite other users U (candidate guest users) to participate in the multiplayer mode by sending an invitation message to the other users U via a messaging app.
[0022] Multiplayer play is conducted through the communication function of the user terminal 20 of each user U. As an example, a guest user may request a match with a host user who is hosting a multiplayer game and recruiting participants, and then confirm one or more host users displayed in response to the request. The guest user then applies to participate in the multiplayer game recruited by the desired host user. If the host user accepts the application, a communication path for multiplayer play is established between the guest user and the host user. The eligibility requirements for applying for multiplayer play are not particularly limited and can be set arbitrarily. For example, an application may be made to a host user who is within a predetermined distance from the guest user making the application, or a friend (guest user) who is in a friendship relationship with a certain user U and has mutually approved the user U may apply.
[0023] After that, various data required for multiplayer play is transmitted and received according to a known communication method. The data may be transmitted via a client-server method via the server 10, or via a P2P (peer-to-peer) method without the server 10. Multiplayer play methods are classified as fully synchronous and asynchronous, but either method may be adopted.
[0024] Note that multiplayer games include cooperative play games in which multiple users U cooperate, and competitive games in which users U compete against each other, but either type may be used. The upper limit (maximum number of players) on the number of users U in one multiplayer session is not particularly limited and may be set to any number, but it is preferable to set it to a maximum of about four people, for example.
[0025] User U can obtain characters in various situations during the game (for example, when clearing a quest). User U can also enter a lottery (draw a lottery) to determine any game content (character or item) to be granted to user U during the game. The lottery (drawing a lottery) to determine any game content to be granted to user U is also called "gacha." User U can enter the lottery by consuming in-game value (currency) or a lottery ticket, which is an in-game item that can be received in the game. For example, if the unit of in-game value is "orbs," one lottery can be entered by consuming one orb. There are two types of lotteries: a single gacha, which determines one character to be granted to user U, and a 10-character gacha, which determines, for example, ten characters.
[0026] Each game medium is assigned a rarity level (scarcity) that corresponds to the probability of winning the lottery. Rarity levels are set, for example, from level 1 to level 6, with level 1 having the highest probability of winning, followed by levels 2, 3, 4, 5, and 6 in decreasing order.
[0027] In this embodiment, in addition to the above-mentioned game (hereinafter referred to as "normal game"), the user U can play a limited-time game during a predetermined period (e.g., a campaign period) including a first period (e.g., the first week), a second period (e.g., the second week) after the first period, and a third period (e.g., the third week) after the second period. The limited-time game corresponds to the "game" of the present invention.
[0028] A time-limited game is a game in which a user U (player) moves a player object (e.g., a playable character) associated with the user U within a map (game space, corresponding to the "game field" of the present invention) consisting of multiple squares (e.g., 5 squares vertically by 5 squares horizontally), acquiring items placed in different squares within the map and battling enemy characters, aiming to complete a quest by acquiring all items and defeating all enemy characters. The squares that make up the map include squares where items are placed, squares where enemy characters are placed, squares where nothing is placed, and squares (also called search squares) that have the function of displaying the location of items or enemy characters when the player object arrives.
[0029] At the start of the time-limited game, the user U can see which squares on the map are search squares, but cannot see which squares have items or enemy characters placed in them. By moving the player object and passing through a square, the user U can see the contents of that square (for example, whether an item or enemy character is placed). In this embodiment, when the player object moves through a square whose contents are not visible, 1 stamina is consumed. When the player object moves through a square whose contents are visible, 0.5 stamina is consumed. Stamina is recovered by 1 every time, for example, 1 hour passes. When the player object arrives at the search square, location information indicating the location of the square where the item or enemy character is placed is displayed so that the user U can see it. However, it is displayed in a state where it is unclear whether the item or enemy character is placed in that square.
[0030] 2 is a diagram showing an example of a home screen displayed on the display unit 24 (see FIG. 7) of the user terminal 20. The home screen is displayed when the user U starts a game after logging in to the game. Each screen described below is displayed based on screen display data transmitted from the server 10 to the user terminal 20.
[0031] As shown in Fig. 2, game play buttons 30, 32, etc. are displayed on the home screen. When the user U presses the game play button 30, a game play screen (not shown) for playing the normal game is displayed, allowing the user U to play the normal game. When the user U presses the game play button 32, a game play screen (not shown) for playing the limited-time game is displayed, allowing the user U to play the limited-time game.
[0032] 3 is a diagram showing an example of a game play screen displayed on the display unit 24 of the user terminal 20. The game play screen is displayed when the user U presses the game play button 32 on the home screen shown in FIG.
[0033] As shown in FIG. 3, the gameplay screen displays a map 40, items 44, enemy characters 42, 46, etc. The map 40 is composed of 5 squares vertically and 5 squares horizontally. Within the map 40, the user U moves a player object 48 associated with the user U one square at a time, acquiring items 44 placed in different squares within the map 40 and battling enemy characters 42, 46, with the aim of completing a quest by acquiring all of the items 44 and defeating all of the enemy characters 42, 46. The items 44 and enemy characters 42, 46 correspond to "target objects" in the present invention, and in the following description, the items 44 and enemy characters 42, 46 will also be collectively referred to as target objects.
[0034] Immediately after the start of the time-limited game, a specific object 50 is displayed on a square 63 on the map 40, indicating that the square 63 is the search square, and the user U can visually identify which square on the map 40 (in the illustrated example, square 63) is the search square. Furthermore, only the square 60 on which the player object 48 is located is disclosed. The user U can move the player object 48 one square to square 61 located above or square 62 located to the left of the square 60. That is, on the map 40, directional arrows are displayed indicating the next direction (leftward or upward) in which the player object 48 can move one square from the square 60 on which the player object 48 is located. The user U can specify the leftward or upward direction as the next direction in which the player object 48 will move one square, starting from the square 60 on which the player object 48 is located. Here, the square 60 is an unrestricted area in which the concealment of the target object's position information is released. In the map 40, the 24 squares other than the square 60 are restricted areas in which the position information of the target object is concealed. In this embodiment, a specific object 50 is positioned and displayed in the square 63. In other words, although no target object is positioned therein, the square 63 is treated as a restricted area until the player object 48 moves and reaches the square 63. As shown in FIG. 3 , since no target object (item 44, enemy characters 42, 46) is positioned in the non-restricted area 60, the user U can understand by checking the square 60 that no target object is positioned therein. When the player object 48 moves into a square in the restricted area, 1 stamina is consumed. On the other hand, when the player object 48 moves into a square in the non-restricted area, 0.5 stamina is consumed.
[0035] FIG. 4 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20. As shown in FIG. 4, the user U is moving the player object 48 one square from square 60 to square 62. In this case, only the square 62 where the player object 48 is currently located and the square 60 where the player object 48 was previously located are displayed. The user U can move the player object 48 one square to square 63 located to the left, square 64 located to the top, bottom, left, or right of square 62. That is, on the map 40, directions (leftward, upward, rightward) in which the player object 48 can next move one square from square 62 where the player object 48 is currently located are displayed as directional arrows. The user U can specify leftward, upward, or rightward as the direction in which the player object 48 will next move one square, using square 62 where the player object 48 is currently located as the movement origin. Here, squares 60 and 62 are non-restricted areas in which the concealment of the position information of the target object is released. In the map 40, the 23 squares other than squares 60 and 62 are restricted areas in which the position information of the target object is concealed. As shown in FIG. 4 , since no target object (item 44, enemy characters 42, 46) is located in square 62, which is the non-restricted area, the user U can understand that no target object is located in square 62 by checking square 62 after movement. Note that when the player object 48 moves from square 62 to squares 63 and 64 in the left or upward direction, 1 stamina is consumed. On the other hand, when the player object 48 moves from square 62 to square 60 in the right direction, 0.5 stamina is consumed.
[0036] If a target object is placed in the square 62, an event associated with the target object is executed. For example, if an item 44 is placed in the square 62 as a target object, an event in which the player object 48 acquires the item 44 is executed as an event associated with the target object. Furthermore, if either the enemy character 42, 46 is placed in the square 62 as a target object, a battle event between the player object 48 and either the enemy character 42, 46 is executed as an event associated with the target object.
[0037] FIG. 5 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20. As shown in FIG. 5, the user U is moving the player object 48 one square from square 62 to square 63. In this case, only the square 63 where the player object 48 is located and the squares 60 and 62 where the player object 48 was previously located are displayed. The user U can move the player object 48 one square to square 65 located to the left, square 66 located to the top, bottom, left, or right of square 63. That is, on the map 40, directions (leftward, upward, rightward) in which the player object 48 can next move one square from square 63 where the player object 48 is located are displayed as directional arrows. The user U can specify leftward, upward, or rightward as the direction in which the player object 48 will next move one square, using square 63 where the player object 48 is located as the movement origin. Here, squares 60, 62, and 63 are non-restricted areas in which the concealment of the position information of the target object is released. In the map 40, the 22 squares other than squares 60, 62, and 63 are restricted areas in which the position information of the target object is concealed. When the player object 48 moves from square 63 to squares 65 and 66 in the left or upward direction, 1 stamina is consumed. On the other hand, when the player object 48 moves from square 62 to square 62 in the right direction, 0.5 stamina is consumed.
[0038] As shown in FIG. 5 , when the player object 48 moves to the square 63 where the specific object 50 was previously displayed, position information 52, 54, 56 (a target icon in the illustrated example) of the target object placed in the restricted area is displayed. By checking the position information 52 of the target object, the user U can understand that the target object (either the item 44 or the enemy character 42 or 46) is placed in the square 67 where the position information 52 is displayed. Furthermore, by checking the position information 54 of the target object, the user U can understand that the target object (either the item 44 or the enemy character 42 or 46) is placed in the square 68 where the position information 54 is displayed. Furthermore, by checking the position information 56 of the target object, the user U can understand that the target object (either the item 44 or the enemy character 42 or 46) is placed in the square 69 where the position information 56 is displayed.
[0039] As described above, when the player object 48 moves to the square 63 (search square) where the specific object 50 was located, the position information 52, 54, 56 of the target object located in the limited area is displayed. Therefore, even if the position of the target object is unknown immediately after the start of the time-limited game, the user U can progress through the game by strategically and effectively using the function of the search square to reduce the amount of movement of the player object 48, and therefore the amount of stamina consumed, to the extent possible.
[0040] (Server 10 hardware configuration) 6 is a block diagram showing the hardware configuration of the server 10 in this embodiment. As shown in FIG. 6, the server 10 includes a control unit 11, a storage unit 12, a communication unit 13, an operation input unit 14, and a monitor 15.
[0041] The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the server 10.
[0042] A part of the storage unit 12 is configured with, for example, a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 11 executes processes based on various programs.
[0043] Furthermore, a part of the storage unit 12 is, for example, a non-volatile memory such as a ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 11. The storage unit 12 can hold a database including one or more tables for recording various information, processing results, and the like.
[0044] The programs stored in the memory unit 12 include, for example, an OS (Operating System) for realizing the basic functions of the server 10, drivers for controlling various hardware, programs for realizing various functions, etc., and include programs that function as the ``information processing program'' of the present invention.
[0045] The communication unit 13 is, for example, a NIC (Network Interface Controller) and has a function of connecting to the communication line 5. Instead of or together with the NIC, the communication unit 13 may have a function of connecting to a wireless LAN (Local Area Network), a function of connecting to a wireless WAN (Wide Area Network), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The server 10 is connected to the user terminal 20 etc. via the communication line 5 and can transmit and receive various data to and from the user terminal 20 etc.
[0046] The operation input unit 14 is composed of a keyboard, a mouse, etc., and accepts input of various operations by a user who uses the server 10. The monitor 15 is, for example, a liquid crystal display device, etc., and displays various images.
[0047] The control unit 11, storage unit 12, communication unit 13, operation input unit 14, and monitor 15 are electrically connected to one another via a system bus 16. Therefore, the control unit 11 can access the storage unit 12, display images on the monitor 15, grasp the operation status of the operation input unit 14 by the user, and access various communication networks and user terminals 20 via the communication unit 13.
[0048] (Hardware configuration of user terminal 20) 7 is a block diagram showing the hardware configuration of the user terminal 20 in this embodiment. As shown in Fig. 7, the user terminal 20 is configured to include a control unit 21, a storage unit 22, a communication unit 23, a display unit 24, a speaker 25, a microphone 26, a camera 27, and operation buttons 28.
[0049] The control unit 21 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the user terminal 20.
[0050] A part of the storage unit 22 is configured, for example, with RAM (Random Access Memory) or DRAM (Dynamic Random Access Memory), and is used as a work area when the control unit 21 executes processes based on various programs.
[0051] Furthermore, a part of the storage unit 22 is, for example, a non-volatile memory such as a ROM (Read Only Memory) or an HDD (Hard Disk Drive), and stores various data and programs used in the processing of the control unit 21. The storage unit 22 can hold a database including one or more tables for recording various information, processing results, and the like.
[0052] The programs stored in the storage unit 22 include, for example, an OS (Operating System) for realizing the basic functions of the user terminal 20, drivers for controlling various hardware, programs for realizing various functions, and the like.
[0053] The communication unit 23 is, for example, a network interface controller (NIC), and has a function of connecting to the communication line 5. Instead of or together with the NIC, the communication unit 23 may have a function of connecting to a wireless local area network (LAN), a function of connecting to a wireless wide area network (WAN), a function of enabling short-range wireless communication such as Bluetooth (registered trademark), infrared communication, etc. The user terminal 20 is connected to the server 10, other user terminals 20, etc. via the communication line 5, and can transmit and receive various data to and from the server 10, other user terminals 20, etc.
[0054] The display unit 24 is a touch panel display or the like, and is capable of displaying images and the like and accepting operations by the user U.
[0055] The speaker 25 outputs various sounds under the control of the control unit 21. The microphone 26 inputs various sounds under the control of the control unit 21. The camera 27 captures an image of a subject under the control of the control unit 21.
[0056] The operation button 28 is provided on, for example, the side surface of the user terminal 20, and includes a power button for starting or stopping the user terminal 20, a button for adjusting the volume of the sound output from the speaker 25, and the like.
[0057] The control unit 21, memory unit 22, communication unit 23, display unit 24, speaker 25, microphone 26, camera 27, and operation buttons 28 are electrically connected to one another via a system bus 29. Therefore, the control unit 21 can access the memory unit 22, display images on the display unit 24, grasp the operation state of the touch panel display (display unit 24) and operation buttons 28 by the user U, input sound to the microphone 26, output sound from the speaker 25, control the camera 27, and access various communication networks, the server 10, other user terminals 20, etc. via the communication unit 23.
[0058] 8 is a block diagram showing an example of the functional configuration of the control unit 11 provided in the server 10 in this embodiment. As shown in FIG. 8, the control unit 11 has, as its functional configuration, a reception unit 11a, a game control unit 11b, a placement control unit 11c, a game progression unit 11d, and a display control unit 11e. Note that the control unit 11 of the server 10 generally has various functions in addition to those described above, but here we will only explain the functions that are characteristic of the "limited-time game" provided by the game system 1 in this embodiment, and will not illustrate or explain other known functions, etc.
[0059] The reception unit 11a receives a request from a user U (e.g., user U1) to play a time-limited game (quest) that can be played by consuming in-game value (e.g., stamina, orbs) via, for example, pressing the game play button 32 as an operation by the user U on the display unit 24 of the user terminal 20.
[0060] When the reception unit 11a receives a request to play a time-limited game from a user U, the game control unit 11b controls the play of the time-limited game by the user U. Furthermore, when the reception unit 11a receives requests to play a time-limited game from multiple users U (e.g., users U1 and U2), the game control unit 11b performs control to make the multiple users U play different time-limited games.
[0061] The placement control unit 11c controls the placement positions of target objects (items 44, enemy characters 42, 46), specific objects 50, and player objects 48 on a map 40 (game field) of the time-limited game.
[0062] The placement control unit 11c moves the player object 48 on the map 40 (game field) based on an operation by a user U (for example, a user U1, which corresponds to a "first player" of the present invention).
[0063] When the player object 48 and the target object are in a predetermined positional relationship on the map 40, the game progression unit 11d makes it possible to execute an event associated with the target object (obtaining an item 44, battling enemy characters 42, 46). In the present embodiment, "the player object 48 and the target object are in a predetermined positional relationship" means that the square on which the player object 48 is located and the square on which the target object is located are the same square. Note that "the player object 48 and the target object are in a predetermined positional relationship" may also mean that the distance between the square on which the player object 48 is located and the square on which the target object is located is a predetermined distance (for example, one square).
[0064] The display control unit 11e updates the restricted area in which the position information of the target object is concealed to an unrestricted area in which the concealment of the position information of the target object is released, based on history information of the position (specifically, the position of the square) of the player object 48 on the map 40. For example, as in the gameplay screen shown in Fig. 4, when the user U moves the player object 48 by one square from square 60 to square 62, the display control unit 11e updates square 62 from the restricted area in which the position information of the target object is concealed to an unrestricted area in which the concealment of the position information of the target object is released.
[0065] When the positional relationship between the player object 48 and the specific object 50 (search square) becomes a predetermined positional relationship, the display control unit 11e causes the display unit 24 to display position information of at least one target object arranged in the restricted area so that it can be viewed by the user U (first player). In this embodiment, when the positional relationship between the player object 48 and the specific object 50 becomes a predetermined positional relationship, it means that the square on which the player object 48 is located and the square on which the specific object 50 is located are the same square. Note that when the positional relationship between the player object 48 and the specific object 50 becomes a predetermined positional relationship, it may also mean that the distance between the square on which the player object 48 is located and the square on which the specific object 50 is located becomes a predetermined distance (for example, one square).
[0066] 5, for example, the display control unit 11e causes the display unit 24 to display position information 52, 54, 56 of the target objects (item 44, enemy characters 42, 46) arranged in the limited area so that the user U can see it, by moving the player object 48 to the square 63 where the specific object 50 was arranged and displayed. As a result, even if the position of the target object is unknown immediately after the start of the time-limited game, the user U can progress through the game by strategically and effectively using the function of the search square where the specific object 50 is arranged, reducing the amount of movement of the player object 48, and therefore the amount of stamina consumed, to the extent possible.
[0067] When the positional relationship between the player object 48 and the specific object 50 (search square) reaches a predetermined positional relationship (the same position), the display control unit 11e displays the position information 52, 54, 56 of the target object located in the restricted area, but does not display information about the event associated with the target object. By limiting the display of information about the event associated with the target object in this way, it is possible to prevent the enjoyment of the game from being reduced by displaying information about the event before the event is executed. In other words, knowing the event that will occur when the target object reaches the square where the target object is located reduces the enjoyment of the game. For example, if an item needs to be acquired in advance to defeat an enemy character, knowing the type of target object (item or enemy character) through the search square function would lower the difficulty of the game.
[0068] FIG. 9 is a flowchart showing an example of control processing performed by the server 10 in a time-limited game in this embodiment.
[0069] First, the placement control unit 11c moves the player object 48 on the map 40 (game field) based on an operation by a user U (for example, user U1) (step S100).
[0070] Next, the game progression unit 11d determines whether or not the player object 48 and the target object are in a predetermined positional relationship on the map 40 (Step S110). If the result of the determination is that the player object 48 and the target object are not in a predetermined positional relationship (Step S110, NO), the processing transitions to Step S130.
[0071] On the other hand, if the player object 48 and the target object are in a predetermined positional relationship (Step S110, YES), the game progression unit 11d executes an event (acquisition of an item 44, battle with enemy characters 42, 46) associated with the target object that is in a predetermined positional relationship with the player object 48 (Step S120). Upon completion of the processing of Step S120, the processing transitions to Step S130.
[0072] In step S130, the display control unit 11e determines whether or not the positional relationship between the player object 48 and the specific object 50 (search mass) has become a predetermined positional relationship. If the determination result indicates that the positional relationship between the player object 48 and the specific object 50 has not become a predetermined positional relationship (step S130, NO), the server 10 ends the control process shown in FIG.
[0073] On the other hand, when the positional relationship between the player object 48 and the specific object 50 becomes a predetermined positional relationship (step S130, YES), the display control unit 11e causes the display unit 24 to display the position information 52, 54, 56 of the target object arranged in the restricted area so as to be visible to the user U (first player) (step S140). When the process of step S140 is completed, the server 10 ends the control process shown in FIG. 9.
[0074] As described in detail above, in this embodiment, the server 10 (information processing device) includes the placement control unit 11c, the game progression unit 11d, and the display control unit 11e. The placement control unit 11c controls the placement positions of the target object, the specific object 50, and the player object 48 on the map 40 (game field). The placement control unit 11c moves the player object 48 based on an operation by the user U (first player). When the player object 48 and the target object are in a predetermined positional relationship, the game progression unit 11d enables an event associated with the target object (acquisition of an item 44, a battle with enemy characters 42, 46) to be executed. Based on historical information about the position of the player object 48, the display control unit 11e updates the map 40 from a restricted area in which the position information of the target object is concealed to an unrestricted area in which the concealment of the position information of the target object is released. When the positional relationship between the player object 48 and the specific object 50 becomes a predetermined positional relationship, the display control unit 11e causes the display unit 24 to display the position information 52, 54, 56 of at least one target object placed in the restricted area so that it can be seen by the user U.
[0075] According to the present embodiment configured as described above, when the positional relationship between the player object 48 and the specific object 50 becomes a predetermined positional relationship, the position information 52, 54, 56 of at least one target object arranged in the limited area is displayed on the display unit 24 so as to be visible to the user U. Therefore, even if the position of the target object is unknown immediately after the start of the time-limited game, the user U can progress in the game by strategically and effectively using the function of the search mass on which the specific object 50 is arranged to reduce the amount of movement of the player object 48 to the extent possible.
[0076] In the above embodiment, the display control unit 11e may be configured to be able to change the range in which the position information 52, 54, 56 of target objects is displayed on the map 40 (game field). In this case, the display control unit 11e displays the position information of target objects located within a first range from the specific object 50 (search mass) during a first period (e.g., the first week), and displays the position information of target objects located within a second range from the specific object 50 during a second period (e.g., the second week) that is a period after the first period. The size of the second range is larger than the size of the first range.
[0077] FIG. 10 is a diagram illustrating an example of a gameplay screen displayed on the display unit 24 of the user terminal 20 during a first period. As shown in FIG. 10, the display control unit 11e displays position information 52 of a target object located within a first range 70 from a square 63 (search square) in which a specific object 50 is located. FIG. 11 is a diagram illustrating an example of a gameplay screen displayed on the display unit 24 of the user terminal 20 during a second period. As shown in FIG. 11, the display control unit 11e displays position information 52, 54, and 56 of a target object located within a second range 72 (wider than the first range) from the square 63 (search square) in which the specific object 50 is located. In this way, by limiting the range in which the position information of the target object is displayed during the first period of the game compared to the second period after the first period, it is possible to prevent an unnecessary decrease in the difficulty of finding the target object in order to execute an event associated with the target object from occurring at a relatively early stage of the game. In other words, by limiting the function of the search square in the early stages of the game, the user U is required to find the target object on his or her own.
[0078] Furthermore, in the above embodiment, the display control unit 11e may display the range in which the target object is located when the positional relationship between the player object 48 and the specific object 50 (search mass) becomes a predetermined positional relationship. In this case, the display control unit 11e displays a first placement range as the range in which the target object is located during a first period, and displays a second placement range as the range in which the target object is located during a second period that is a period after the first period. The size of the second placement range is narrower than the size of the first placement range.
[0079] FIG. 12 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20 during a first period. As shown in FIG. 12, the display control unit 11e displays a first placement range 74 as the range in which the target object is located. FIG. 13 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20 during a second period. As shown in FIG. 13, the display control unit 11e displays second placement ranges 75, 76, and 77, which are narrower than the first placement range 74, as the range in which the target object is located. In this way, by limiting the size of the display of the range in which the target object is located during the first period of the game compared to the second period that follows the first period, it is possible to prevent the difficulty of finding the target object in order to execute an event associated with the target object from becoming unnecessarily low, from a relatively early stage.
[0080] Furthermore, in the above embodiment, the display control unit 11e may display position information of a target object located within a predetermined distance (e.g., three squares) from the position of the non-restricted area when the positional relationship between the player object 48 and the specific object 50 (search square) becomes a predetermined positional relationship. FIG. 14 is a diagram showing an example of a game play screen displayed on the display unit 24 of the user terminal 20. As shown in FIG. 14, the display control unit 11e displays position information 52 of a target object located within a range 78 of a predetermined distance (three squares) from the position of the non-restricted area (squares 60, 62, 63) when the positional relationship between the player object 48 and the specific object 50 (search square) becomes a predetermined positional relationship. In this way, by expanding the non-restricted area based on the position of the player object 48, the display range of the position information of the target object can be expanded, allowing the game to be played strategically.
[0081] Furthermore, in the above embodiment, when the positional relationship between the player object 48 and the specific object 50 (search mass) reaches a predetermined positional relationship, the display control unit 11e may display the position information of target objects located outside a third range 79 from the specific object 50, but not display the position information of target objects located within the third range 79 from the specific object 50. FIG. 15 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20. As shown in FIG. 15, when the positional relationship between the player object 48 and the specific object 50 (search mass) reaches a predetermined positional relationship, the display control unit 11e displays the position information 54, 56 of target objects located outside a third range 79 from the specific object 50, but does not display the position information 52 of target objects located within the third range 79 from the specific object 50. While the position information of distant target objects can be confirmed using the search mass function, the position information of close target objects cannot be confirmed. In other words, since the range close to the specific object 50 is not very wide, the user U is required to search for the target object on his or her own through trial and error. On the other hand, for a target object that is located far from the specific object 50, the search range becomes wide, making it difficult for the user U to find it by himself. Therefore, the function of the search mass is used to search for the target object. As described above, it is possible to achieve both the enjoyment of searching for a target object that is relatively close to the specific object 50 by himself and the ability to use the functions of the specific object 50 to find a target object that is relatively far from the specific object 50 and difficult to find, thereby preventing the difficulty of finding the target object from becoming lower than necessary.
[0082] Furthermore, in the above embodiment, the display control unit 11e may display position information of target objects located within a selection range selected by the user U (first player) when the positional relationship between the player object 48 and the specific object 50 (search mass) becomes a predetermined positional relationship. FIG. 16 is a diagram showing an example of a gameplay screen displayed on the display unit 24 of the user terminal 20. As shown in FIG. 16, when the positional relationship between the player object 48 and the specific object 50 (search mass) becomes a predetermined positional relationship, the display control unit 11e displays position information 54 of target objects located within a selection range 80 selected by the user U, but does not display position information 52, 56 of target objects located outside the selection range 80. This allows the user U to select the range in which to display the position information of target objects according to his or her strategy, thereby improving the enjoyment of the game. For example, the user U may be asked to select four adjacent squares from the 25 squares on the map 40, and the position information of the target object placed in the selected squares may be displayed, or the user U may be asked to select any one square from the 25 squares on the map 40, and the position information of the target objects placed in the selected square and the adjacent squares above, below, left, and right may be displayed.
[0083] Furthermore, in the above embodiment, the display control unit 11e may display information about an event associated with the target object (e.g., event type: item / enemy character, event name: item name, enemy character name, enemy character level) when the positional relationship between the player object 48 and the specific object 50 (search mass) becomes a predetermined positional relationship and a first condition (e.g., a second period or a third period after the first period) is satisfied. For example, the display control unit 11e does not display information about the event during the first period, and displays information about the event when the first condition is satisfied (the second period). Furthermore, the display control unit 11e does not display information about the event during the first period, displays the type of event (whether it is an item or an enemy character) when the first condition is satisfied (the second period), and displays the name of the event (the item name, enemy character name, or enemy character level) when the second condition is satisfied (the third period). This allows for the display of information about an event associated with a target object under certain conditions, thereby preventing the game's appeal from being reduced by not displaying any information about the event before it is executed.
[0084] Furthermore, in the above embodiment, the display control unit 11e may be configured to change the state of the specific object 50 (search mass) between a first state in which the user U (first player) cannot identify the position of the specific object 50 and a second state in which the user U can identify the position of the specific object 50. In this case, the display control unit 11e sets the specific object 50 to the second state (identifiable) when a first condition is satisfied (e.g., a second period or a third period after the first period), and sets the specific object 50 to the first state (unidentifiable) when the first condition is not satisfied (the first period). In this way, by making the position of the specific object 50 unidentifiable when the first condition is not satisfied, the position of the specific object 50 can always be identified, thereby preventing an unnecessarily low level of difficulty in finding the target object in order to execute an event associated with the target object. Note that the first condition may be set when, for example, six or more events out of ten events have been executed. Furthermore, if there are multiple squares (search squares) in which specific objects 50 are placed, it may be possible to identify one position of the specific object 50 when the first condition is met, two positions of the specific object 50 when the second condition is met, and three positions of the specific object 50 when the third condition is met.
[0085] Furthermore, in the above embodiment, the placement control unit 11c may not place the specific object 50 on the map 40 (game field) when the first condition is not satisfied (e.g., during a first period), but may place the specific object 50 on the map 40 when the first condition is satisfied (e.g., during a second period or a third period after the first period). This prevents the specific object 50 from being placed when the first condition is not satisfied. In other words, by having the user U search for the target object on his or her own as much as possible in the early stages of the game, the specific object 50 is always placed, thereby preventing the difficulty of finding the target object in order to execute an event associated with the target object from becoming unnecessarily low. The first condition may be set when, for example, six or more events out of ten events have been executed. Furthermore, if there are multiple squares (search squares) in which specific objects 50 are placed, one specific object 50 may be placed on the map 40 when a first condition is met, two specific objects 50 may be placed on the map 40 when a second condition is met, and three specific objects 50 may be placed on the map 40 when a third condition is met.
[0086] Furthermore, in the above embodiment, the game progression unit 11d may change the execution manner of the event (e.g., the rarity of the character obtained as an item) between a case where an event associated with the first target object is executed without the specific object 50 (search mass) displaying the position information of the first target object and a case where an event associated with the first target object is executed after the specific object 50 displays the position information of the first target object. This makes it possible to balance the game in terms of the execution content of the event between a case where an event is executed without the specific object 50 displaying the position information of the first target object and a case where an event is executed after the specific object 50 displays the position information of the first target object. For example, if the event is to obtain an item, the rarity of the item obtained when the item is obtained without the specific object 50 (search mass) displaying the position information of the first target object is set to be higher than the rarity of the item obtained when the item is obtained after the specific object 50 displays the position information of the first target object.
[0087] Furthermore, in the above embodiment, the game progression unit 11d may set the difficulty level of the event to a first difficulty level when an event associated with a first target object is executed without the position information of the first target object being displayed by the specific object 50 (search master), and may set the difficulty level of the event to a second difficulty level that is higher than the first difficulty level when an event associated with the first target object is executed after the position information of the first target object is displayed by the specific object 50. Here, setting the difficulty level of the event to a higher level means, for example, raising the level of an enemy character in a battle event with an enemy character, increasing the parameters (attack power, etc.) of the enemy character, or restricting the items that the player object 48 can use. This makes it possible to balance the game in terms of the difficulty of the event between a case where an event is executed without the position information of the first target object being displayed by the specific object 50 and a case where an event is executed after the position information of the first target object is displayed by the specific object 50.
[0088] Furthermore, in the above embodiment, if the game control unit 11b causes multiple users U (players) to play different games (e.g., the content of the map 40 displayed during the play of each different game is the same), the display control unit 11e may cause the display unit 24 to display, when the positional relationship between the player object 48 of user U1 (first player) and the specific object 50 (search mass) reaches a predetermined positional relationship, the positional information of a first target object associated with an event executed by user U2 (second player) who has a predetermined relationship (e.g., friend relationship) with user U1, so that the positional information is visible to user U1. This allows user U1 to grasp the positional information of the first target object associated with the event executed by user U2 and to enjoy cooperative play with user U2. Here, user U1 and user U2 play the game separately, and the game itself is not played cooperatively on the same map 40. User U1 utilizes user U2's game progress. Specifically, it is assumed that user U2 reaches the first target object and executes an event. However, user U1 has not yet reached the first target object, and the position of the first target object is unknown. Therefore, when the positional relationship between the player object 48 of user U1 (first player) and the specific object 50 becomes a predetermined positional relationship, user U1 can grasp the position information of the first target object. On the other hand, the position information of the second target object that neither user U1 nor user U2 has reached is not displayed even when the positional relationship between the player object 48 of user U1 and the specific object 50 becomes a predetermined positional relationship. When the positional relationship between the player object 48 of user U1 and the specific object 50 becomes a predetermined positional relationship, the position information of the second target object associated with the event executed by user U3 (third player) other than user U2 may be displayed on the display unit 24 so as to be visible to user U1.
[0089] Furthermore, in the above embodiment, if the game control unit 11b causes multiple users U (players) to play different games (e.g., the content of the map 40 displayed during the play of each different game is the same), the display control unit 11e may cause the display unit 24 to display position information of a target object associated with an event not being executed by user U2 (second player) so that the user U1 can see it when the positional relationship between the player object 48 of user U1 (first player) and the specific object 50 (search mass) reaches a predetermined positional relationship. This is intended to selectively display position information of target objects that are difficult to find using data from multiple users U. For example, after a certain time has passed, the position information of target objects that no one has reached can be displayed. Since target objects that no one has reached even after a predetermined period of time are considered difficult to find, a hint is provided. For example, it is preferable to display position information of target objects that no one has cleared during a second period after the first period. Also, immediately after the start of the game (first period), there are usually a certain number of target objects that no one has reached, so it is particularly preferable to display the position information of target objects that no one has cleared. As described above, user U1 can grasp the position information of target objects associated with events that have not been executed by user U2, and can proceed with the game taking into account the execution status of the events by user U2.
[0090] Also, for example, in FIG. 3, squares 61 and 62 adjacent to square 60 where player object 48 is located are also disclosed, and as shown in FIG. 4, when player object 48 moves to square 62, squares 63 and 64 adjacent to square 62 are disclosed, and instead, square 61 that was disclosed when player object 48 was at square 60 may become undisclosed.
[0091] It should be noted that the above embodiments are merely examples of specific embodiments for carrying out the present invention, and the technical scope of the present invention should not be construed as being limited by these embodiments. In other words, the present invention can be carried out in various forms without departing from the gist or main features thereof.
[0092] <Summary> [General-purpose assignment] One of the objects of the present invention is to enable a player to progress through a game in an optimal manner.
[0093] Issues corresponding to [Appendix 1] One of the objects of the present invention is to progress the game by reducing the amount of movement of the player object to the greatest extent possible. [Supplementary Note 1] The information processing device according to this embodiment includes a placement control unit that controls the placement positions of a target object, a specific object, and a player object in a game field, and moves the player object based on the operation of a first player; a game progression unit that enables an event associated with the target object to be executed when the player object and the target object are in a predetermined positional relationship; and a display control unit that updates, based on historical information about the player object's position, a restricted area in the game field in which the positional information of the target object is concealed to an unrestricted area in which the concealment of the positional information of the target object is released, and when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit causes the positional information of at least one of the target objects placed in the restricted area to be displayed on the display unit so as to be visible to the first player. According to the information processing device described above, the player can progress through the game by reducing the amount of movement of the player object within a possible range even if the position of the target object is unknown.
[0094] Issues corresponding to [Appendix 2] One of the objects of the present invention is to prevent the difficulty of finding a target object from being reduced more than necessary. [Appendix 2] An information processing device as described in Appendix 1, wherein the display control unit is capable of changing the range in which position information of target objects is displayed in the game field, and the display control unit displays the position information of target objects located within a first range from the specific object during a first period, and displays the position information of target objects located within a second range from the specific object during a second period that is a period after the first period, and the width of the second range is wider than the width of the first range. This limits the range in which the target object's location information is displayed during a first period of the game compared to a second period that follows the first period, thereby preventing the difficulty of locating the target object in order to execute an event associated with the target object from becoming unnecessarily low from a relatively early stage.
[0095] Issues corresponding to [Appendix 3] One of the objects of the present invention is to prevent the difficulty of finding a target object from being reduced more than necessary. [Appendix 3] An information processing device as described in Appendix 1 or 2, wherein the display control unit displays a range in which the target object is located when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit displays a first placement range as the range in which the target object is located during a first period, and the display control unit displays a second placement range as the range in which the target object is located during a second period that is a period after the first period, the size of the second placement range being narrower than the size of the first placement range. This limits the display area in which the target object is located during a first period of the game compared to a second period that follows the first period, thereby preventing the difficulty of finding the target object in order to execute an event associated with the target object from becoming unnecessarily low from a relatively early stage.
[0096] Issues corresponding to [Appendix 4] One of the objectives of the present invention is to enable players to strategically progress through the game. [Appendix 4] An information processing device described in any one of Appendices 1 to 3, wherein the display control unit displays position information of a target object located within a predetermined distance from the position of the non-restricted area when the positional relationship between the player object and the specific object becomes a predetermined positional relationship. This allows the player to widen the display range of the target object's position information by widening the non-restricted area based on the player object's position, and thus allows the player to strategically progress through the game.
[0097] Issues corresponding to [Appendix 5] One of the objects of the present invention is to prevent the difficulty of finding a target object from being reduced more than necessary. [Appendix 5] An information processing device described in any one of Appendices 1 to 4, wherein when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit displays the positional information of a target object that is located outside a third range from the specific object, and does not display the positional information of a target object that is located within the third range from the specific object. This allows the player to enjoy searching for a target object relatively close to the specific object by himself, while using the function of the specific object to find a target object that is relatively far from the specific object and difficult to find, and prevents the difficulty of finding the target object from becoming lower than necessary.
[0098] Issues corresponding to [Appendix 6] One of the objects of the present invention is to improve the entertainment value of games. [Appendix 6] An information processing device described in any one of Appendices 1 to 5, wherein the display control unit displays position information of a target object located within a selection range selected by the first player when the positional relationship between the player object and the specific object becomes a predetermined positional relationship. This allows the range in which the position information of the target object is displayed to be selected according to the player's strategy, thereby improving the appeal of the game.
[0099] Issues corresponding to [Appendix 7] One of the objects of the present invention is to prevent the enjoyment of the game from being reduced. [Appendix 7] An information processing device described in any one of Appendices 1 to 6, wherein the display control unit displays position information of at least one target object placed in the restricted area when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, and does not display information regarding an event associated with the target object. This limits the display of information about an event associated with a target object, thereby preventing the game's appeal from being reduced by displaying information about the event in advance before the event is executed.
[0100] Issues corresponding to [Appendix 8] One of the objects of the present invention is to prevent the enjoyment of the game from being reduced. [Appendix 8] An information processing device described in any one of Appendices 1 to 7, wherein the display control unit displays information regarding an event associated with the target object when the positional relationship between the player object and the specific object becomes a predetermined positional relationship and a first condition is satisfied. This allows for the display of information about an event associated with a target object under certain conditions, thereby preventing the game's appeal from being reduced by not displaying any information about the event before it is executed.
[0101] Issues corresponding to [Appendix 9] One of the objects of the present invention is to prevent the difficulty of finding a target object from being reduced more than necessary. [Appendix 9] An information processing device described in any one of Appendices 1 to 8, wherein the display control unit is capable of changing a specific object between a first state in which the position of the specific object is not identifiable by a first player and a second state in which the position of the specific object is displayed so that the first player can identify it, and the display control unit sets the specific object to the second state when a first condition is satisfied, and sets the specific object to the first state when the first condition is not satisfied. This makes it possible to prevent the position of the specific object from being identifiable unless the first condition is met, thereby making the position of the specific object always identifiable, thereby preventing the difficulty of locating the target object in order to execute an event associated with the target object from becoming unnecessarily low.
[0102] Issues corresponding to [Appendix 10] One of the objects of the present invention is to prevent the difficulty of finding a target object from being reduced more than necessary. [Appendix 10] An information processing device described in any one of Appendices 1 to 9, wherein the placement control unit does not place the specific object on the game field if the first condition is not met, and places the specific object on the game field if the first condition is met. This prevents the specific object from being placed when the first condition is not met, thereby preventing the specific object from always being placed, thereby preventing the difficulty of finding the target object in order to execute an event associated with the target object from decreasing more than necessary.
[0103] Issues corresponding to [Appendix 11] One of the goals of the present invention is to balance the game in terms of how events are performed. [Appendix 11] An information processing device described in any one of Appendices 1 to 10, wherein the game progression unit differs in the manner in which an event associated with the first target object is executed between a case in which the specific object does not display the position information of the first target object and a case in which the specific object displays the position information of the first target object and then the specific object displays the position information of the first target object. This allows the game to be balanced in terms of the execution of the event between a case where the event is executed without the specific object displaying the position information of the first target object, and a case where the event is executed after the specific object displays the position information of the first target object.
[0104] Issues corresponding to [Appendix 12] One of the goals of the present invention is to balance the game with respect to event difficulty. [Appendix 12] An information processing device as described in Appendix 11, wherein the game progression unit sets the difficulty level of the event to a first difficulty level when an event associated with a first target object is executed without the specific object displaying the position information of the first target object, and sets the difficulty level of the event to a second difficulty level higher than the first difficulty level when the event associated with the first target object is executed after the specific object displays the position information of the first target object. This allows the game to balance the difficulty of the event between a case where the event is executed without the specific object displaying the position information of the first target object, and a case where the event is executed after the specific object displays the position information of the first target object.
[0105] Issues corresponding to [Appendix 13] One of the objectives of the present invention is to enable players to enjoy cooperative play with other players. [Appendix 13] An information processing device described in any one of Appendices 1 to 12, further comprising a game control unit that causes multiple players to play different games, and a display control unit that causes the display unit to display position information of a first target object associated with an event performed by a second player when the positional relationship between the player object of the first player and a specific object becomes a predetermined positional relationship. This allows the first player to grasp the position information of the first target object associated with the event executed by the second player, and allows the first player to enjoy cooperative play with the second player.
[0106] Issues corresponding to [Appendix 14] One of the objects of the present invention is to enable a player to progress through a game while taking into account the execution status of events by other players. [Appendix 14] An information processing device described in any one of Appendices 1 to 13, further comprising a game control unit that causes multiple players to play different games, and a display control unit that causes the display unit to display position information of a target object associated with an event not performed by a second player when the positional relationship between the player object of a first player and a specific object becomes a predetermined positional relationship. This allows the first player to grasp the position information of the target object associated with an event that has not been executed by the second player, and allows the first player to proceed with the game taking into account the execution status of the event by the second player.
[0107] Issues corresponding to [Appendix 15] One of the objects of the present invention is to progress the game by reducing the amount of movement of the player object to the greatest extent possible. [Appendix 15] In the information processing method according to this embodiment, a processor controls the placement positions of a target object, a specific object, and a player object in a game field, the processor moves the player object based on an operation by a first player, the processor enables an event associated with the target object when the player object and the target object are in a predetermined positional relationship, the processor updates a restricted area in the game field in which the positional information of the target object is concealed to an unrestricted area in which the concealment of the positional information of the target object is released, based on historical information about the player object's position, and when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the processor causes a display unit to display the positional information of at least one target object placed in the restricted area so that it can be seen by the first player. According to the above information processing method, even if the position of the target object is unknown, the amount of movement of the player object can be reduced to the extent possible to progress the game.
[0108] Issues corresponding to [Appendix 16] One of the objects of the present invention is to progress the game by reducing the amount of movement of the player object to the greatest extent possible. [Appendix 16] The information processing program according to this embodiment causes a processor to execute the following processes: control the placement positions of a target object, a specific object, and a player object in a game field; move the player object based on the operation of the first player; when the player object and the target object are in a predetermined positional relationship, enable an event associated with the target object; update, based on historical information about the player object's position, a restricted area in the game field in which the positional information of the target object is concealed to an unrestricted area in which the concealment of the positional information of the target object is released; and, when the positional relationship between the player object and the specific object becomes a predetermined positional relationship, display, on the display unit, the positional information of at least one target object placed in the restricted area so that it can be seen by the first player. According to the information processing program, even if the position of the target object is unknown, the amount of movement of the player object can be reduced to the extent possible to progress the game.
[0109] Issues corresponding to [Appendix 17] One of the objects of the present invention is to progress the game by reducing the amount of movement of the player object to the greatest extent possible. [Appendix 17] The information processing system according to this embodiment includes a placement control unit that controls the placement positions of a target object, a specific object, and a player object in a game field and moves the player object based on an operation by a first player; a game progression unit that enables an event associated with the target object to be executed when the player object and the target object are in a predetermined positional relationship; and a display control unit that updates, based on historical information about the player object's position, a restricted area in the game field in which the positional information of the target object is concealed to an unrestricted area in which the concealment of the positional information of the target object is released. When the positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit causes the positional information of at least one of the target objects placed in the restricted area to be displayed on the display unit so that it can be viewed by the first player. According to the information processing system described above, even if the position of the target object is unknown, the amount of movement of the player object can be reduced to the extent possible to progress with the game. [Explanation of symbols]
[0110] 1: Game system, 10: Server, 11: Control unit, 11a: Reception unit, 11b: Game control unit, 11c: Placement control unit, 11d: Game progression unit, 11e: Display control unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20, 20a, 20b, 20c: User terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 25: Speaker, 26: Microphone, 27: Camera ,28: Operation button, 29: System bus, 30, 32: Game play button, 40: Map, 42, 46: Enemy character, 44: Item, 48: Player object, 50: Specific object, 52, 54, 56: Location information, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69: Square, 70, 72, 74, 75, 76, 77, 78, 79, 80: Range, U, U1, U2, U3, U4: User
Claims
1. A placement control unit, a game progression unit, and a display control unit are provided, the placement control unit controls placement positions of a target object, a specific object, and a player object in a game field; the placement control unit moves the player object based on an operation by a first player; the game progression unit, when the player object and the target object are in a predetermined positional relationship, enables an event associated with the target object to be executed; the display control unit updates, based on position history information of the player object, a restricted area in the game field in which the position information of the target object is concealed to an unrestricted area in which concealment of the position information of the target object is released; the display control unit, when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, causes the display unit to display position information of at least one of the target objects arranged in the restricted area so as to be visible to the first player. Information processing device.
2. the display control unit is capable of changing a range in which position information of the target object is displayed in the game field, the display control unit displays, during a first period, position information of the target object that is located within a first range from the specific object, and displays, during a second period that is a period after the first period, position information of the target object that is located within a second range from the specific object; The second range is wider than the first range. The information processing device according to claim 1 .
3. the display control unit displays an area in which the target object is located when a positional relationship between the player object and the specific object becomes a predetermined positional relationship; the display control unit displays a first placement range as a range in which the target object is placed during a first period; the display control unit displays a second placement range as a range in which the target object is placed during a second period that is a period after the first period; The second arrangement range is narrower than the first arrangement range. The information processing device according to claim 1 .
4. the display control unit, when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, displays position information of the target object that is located within a predetermined distance from a position of the non-restricted area. The information processing device according to claim 1 .
5. when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit displays position information of the target object that is located outside a third range from the specific object, and does not display position information of the target object that is located within the third range from the specific object. The information processing device according to claim 1 .
6. the display control unit, when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, displays position information of the target object located within a selection range selected by the first player. The information processing device according to claim 1 .
7. when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, the display control unit displays position information of at least one of the target objects arranged in the restricted area, and does not display information related to an event associated with the target object. The information processing device according to claim 1 .
8. the display control unit displays information about an event associated with the target object when a positional relationship between the player object and the specific object becomes a predetermined positional relationship and a first condition is satisfied; The information processing device according to claim 1 .
9. the display control unit is capable of changing the specific object between a first state in which the position of the specific object cannot be identified by the first player and a second state in which the specific object is displayed so that the position of the specific object can be identified by the first player; the display control unit sets the display to the second state when a first condition is satisfied, and sets the display to the first state when the first condition is not satisfied. The information processing device according to claim 1 .
10. the placement control unit does not place the specific object on the game field when a first condition is not satisfied, and places the specific object on the game field when the first condition is satisfied; The information processing device according to claim 1 .
11. the game progression unit differentiates the execution manner of the event between a case where the event associated with the first target object is executed without the specific object displaying position information of the first target object and a case where the event associated with the first target object is executed after the specific object displays the position information of the first target object; The information processing device according to claim 1 .
12. the game progression unit sets the difficulty level of the event to a first difficulty level when an event associated with the first target object is executed without the specific object displaying position information of the first target object, and sets the difficulty level of the event to a second difficulty level that is higher than the first difficulty level when the event associated with the first target object is executed after the specific object displays the position information of the first target object. The information processing device according to claim 11.
13. further comprising a game control unit; the game control unit causes a plurality of players to play different games; the display control unit causes the display unit to display position information of a first target object associated with an event performed by a second player when a positional relationship between the player object of the first player and the specific object becomes a predetermined positional relationship; The information processing device according to claim 1 .
14. further comprising a game control unit; the game control unit causes a plurality of players to play different games; the display control unit causes the display unit to display position information of a target object associated with an event not executed by a second player when a positional relationship between the player object of the first player and a specific object becomes a predetermined positional relationship; The information processing device according to claim 1 .
15. a processor controls the placement positions of a target object, a specific object, and a player object on a game field; a processor moving the player object based on an operation by a first player; a processor enabling an event associated with the target object to be executed when the player object and the target object are in a predetermined positional relationship; a processor, based on position history information of the player object, updating a restricted area in the game field in which the position information of the target object is concealed to an unrestricted area in which the concealment of the position information of the target object is released; the processor, when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, causes a display unit to display position information of at least one of the target objects arranged in the restricted area so as to be visible to the first player; Information processing methods.
16. The processor Controlling the placement positions of target objects, specific objects, and player objects in the game field; moving the player object based on an operation by a first player; When the player object and the target object are in a predetermined positional relationship, an event associated with the target object can be executed; updating a restricted area in the game field, in which the position information of the target object is concealed, to an unrestricted area in which the concealment of the position information of the target object is released, based on historical information of the position of the player object; when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, displaying position information of at least one of the target objects arranged in the restricted area on a display unit so as to be visible to the first player; An information processing program that executes processing.
17. A placement control unit, a game progression unit, and a display control unit are provided, the placement control unit controls placement positions of a target object, a specific object, and a player object in a game field; the placement control unit moves the player object based on an operation by a first player; the game progression unit, when the player object and the target object are in a predetermined positional relationship, enables an event associated with the target object to be executed; the display control unit updates, based on position history information of the player object, a restricted area in the game field in which the position information of the target object is concealed to an unrestricted area in which concealment of the position information of the target object is released; the display control unit, when a positional relationship between the player object and the specific object becomes a predetermined positional relationship, causes the display unit to display position information of at least one of the target objects arranged in the restricted area so as to be visible to the first player. Information processing system.
Citation Information
Patent Citations
Image generation device, image generation method, and program
JP2007257262A