Program and information processing device
The program and device provide targeted player evaluations to recognize contributions in multiplayer games, addressing the lack of honor for group actions by using automatic and manual selection methods, thereby enhancing player engagement and group dynamics.
Patent Information
- Application Number
- JP2025093834
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-05
- Publication Date
- 2025-08-15
AI Technical Summary
Existing multiplayer games do not adequately reward players for actions that contribute to their group's success, leading to a lack of recognition and honor for their efforts.
A program and information processing device that selects a target player for evaluation and outputs the evaluation to the player and their group members, using automatic or manual selection methods, with adjustable selection ratios based on game conditions and player interactions.
Enables players to receive honor and recognition for their contributions, enhancing engagement and group cohesion through targeted evaluations during gameplay.
Smart Images

Figure 2025120290000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] Conventionally, games are known in which a group can be formed to which a plurality of players belong.
[0003] Regarding such games, for example, Patent Document 1 below discloses a multiplayer fighting game in which multiple players belonging to a group cooperate to fight against an enemy character common to each of the multiple players. Also, for example, Patent Document 2 below discloses a game in which multiple players matched into the same group compete against each other. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-122760 [Patent Document 2] Japanese Patent Publication No. 2020-025772 Summary of the Invention [Problem to be solved by the invention]
[0005] The games disclosed in Patent Documents 1 and 2 have a problem in that even if a player takes an action that contributes to the group to which he or she belongs, the player cannot be given honor.
[0006] The present invention has been made in view of the above-mentioned problems, and has an object to provide a program and an information processing device that can give honor to a player. [Means for solving the problem]
[0007] A program according to a first aspect of the present invention is a program related to a game in which a group can be formed to which a plurality of players belong, and causes a computer capable of communicating with a terminal device of the player to function as: a selection means for selecting a target player from the plurality of players as an evaluation target while the game is being executed; and an output means for outputting, while the game is being executed, an evaluation of the target player selected by the selection means to the target player and to the terminal devices of other players belonging to the same group as the target player.
[0008] In the program according to a second aspect of the present invention, the selection means performs automatic selection, which selects the target player through automatic control by the computer, and / or manual selection, which selects the target player in accordance with an operation by a player.
[0009] In the program according to a third aspect of the present invention, the selection means changes the execution ratio of the automatic selection to the manual selection during execution of the game based on a predetermined condition.
[0010] In the program according to a fourth aspect of the present invention, the predetermined condition is that the degree of execution of the manual selection after the start of the game is below a threshold value, and when the predetermined condition is met, the selection means increases the execution ratio compared to when the predetermined condition is not met.
[0011] In a program according to a fifth aspect of the present invention, the predetermined condition is a condition based on the elapsed time since the start of the game, and the selection means increases the execution ratio when the predetermined condition is met compared to when the predetermined condition is not met.
[0012] In the program according to a sixth aspect of the present invention, the output means outputs the evaluation to the terminal device in association with a playing situation of the player during execution of the game.
[0013] In the program according to a seventh aspect of the present invention, the selection means further sets an output player as a player from among the target player and other players belonging to the same group as the target player, who will output the evaluation by the output means, and the output means outputs the evaluation to the terminal device of the output player set by the selection means.
[0014] In the program according to an eighth aspect of the present invention, the selection means sets the output player in response to an operation by a player.
[0015] A program according to a ninth aspect of the present invention causes the computer to further function as a determination means for determining the content of the evaluation, and the selection means sets the output player based on a result of the determination by the determination means.
[0016] A program according to a tenth aspect of the present invention causes the computer to further function as a reception means for receiving chat information for a destination player in response to a player's operation while the game is being executed, and a determination means for determining whether the chat information received by the reception means corresponds to an evaluation, and the selection means selects the destination player as the target player when the determination means determines that the chat information corresponds to an evaluation.
[0017] An information processing device according to an eleventh aspect of the present invention is an information processing device capable of communicating with a terminal device of a player that plays a game in which a group to which a plurality of players belong can be formed, and is equipped with: a selection means that, while the game is being played, selects a target player from among the plurality of players as an evaluation target; and an output means that, while the game is being played, outputs an evaluation of the target player selected by the selection means to the target player and to the terminal devices of other players that belong to the same group as the target player. [Effects of the Invention]
[0018] According to the present invention, it is possible to give honor to a player. [Brief explanation of the drawings]
[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] 2 is a block diagram showing an example of a hardware configuration of the server device of FIG. 1. FIG. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 4] 10 is a flowchart illustrating an example of a process flow for outputting an evaluation by a server device in a game system. [Figure 5] FIG. 10 is a diagram showing an example of a game execution screen displayed on a terminal device, the game execution screen including an evaluation by automatic selection. [Figure 6] FIG. 10 is a diagram showing an example of a game execution screen displayed on a terminal device, the game execution screen including an evaluation by manual selection. [Figure 7] FIG. 10 is a diagram showing an example of a game execution screen displayed on a terminal device, the game execution screen including an evaluation based on chat information. DETAILED DESCRIPTION OF THE INVENTION
[0020] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0021] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.
[0022] 1, the game system 1 is a system that provides a game to one or more players. The game system 1 includes a server device 10 as an information processing device and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as the Internet, an intranet, or a telephone line.
[0023] The server device 10 is an information processing device that provides a game obtained by executing a game program 14, or the game program 14 itself, to users of each terminal device 12 via a communication network NT. In this embodiment, the server device 10 executes the game program 14 and transmits and outputs the execution results (image data, audio data, etc.) to each terminal device 12, thereby providing a game to users of each terminal device 12. Note that the game program 14 may be executed jointly by the terminal device 12 and the server device 10.
[0024] Each terminal device 12 is an information processing device owned by a player, and provides a game to the player by outputting the execution results of the game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game consoles, portable game consoles, arcade game machines, mobile phones, smartphones, tablets, and personal computers. Note that each terminal device 12 may provide a game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 itself.
[0025] <Hardware configuration> FIG. 2 is a block diagram showing an example of a hardware configuration of the server device 10 of FIG.
[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.
[0027] The control device 20 functions as various functional components when the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28. Details of this functional component will be described later.
[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. This communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0029] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.
[0030] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer, etc. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT.
[0031] 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that are generally included in a server. The hardware configuration of the terminal device 12 may also have the same configuration as the server device 10, except that it includes, for example, an operation means, a display device, and a sound output device.
[0032] <Game Overview> The game system 1 according to the present embodiment is not particularly limited as long as it is a game in which a group to which a plurality of players belong can be formed. Specific examples of such games include multiplayer battle games in which a plurality of players belonging to a group battle an enemy character (NPC: non-player character) common to each of the plurality of players. In such battle games, the objective is for the plurality of players belonging to the group to cooperate to defeat (defeat) the enemy character. Furthermore, the game may also be a game in which a plurality of players matched into the same group compete against each other.
[0033] The following description will be given taking as an example a network game, which is a multiplayer competitive game in which players connect to the server device 10 via the communication network NT and cooperate with other players belonging to the same group to compete.
[0034] In this embodiment, a player cooperates with other players in the same group to play a fighting game against a common enemy character by controlling or directing a predetermined number of player characters (hereinafter, one character in this embodiment). The player character attacks the enemy character, thereby reducing the enemy character's vitality parameter (inflicting damage). In response, the enemy character counterattacks the player character, reducing the player character's vitality parameter. The character whose vitality parameter reaches zero first is rendered unable to fight and is considered to have lost the fighting game. Note that if a player character becomes unable to fight (is defeated), the player can consume an item that restores the player character's vitality parameter and so on, and challenge the enemy character again in the fighting game. In this way, each player belonging to a group can gradually reduce the enemy character's vitality parameter and contribute to the victory of the group to which he or she belongs.
[0035] <Functional configuration> FIG. 3 is a block diagram schematically illustrating an example of the functional configuration of the server device 10. As shown in FIG.
[0036] As shown in FIG. 3, the server device 10 includes, as functional components, a storage unit 40, an execution unit 42, a reception unit 44, a selection unit 46, a determination unit 48, and an output unit 50.
[0037] The storage means 40 is realized by one or more storage devices 28. Functional components other than the storage means 40 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Furthermore, all or part of the functional components of the server device 10 may be provided in the terminal device 12. For example, the execution means 42 and the output means 50 may be provided in the terminal device 12 rather than in the server device 10. Furthermore, the server device 10 only needs to be connectable to the storage means 40, and may be connected to the storage means 40 inside the server device 10 or may be connected to the storage means 40 outside the server device 10. In other words, the server device 10 itself does not need to be equipped with the storage means 40, and the storage means 40 may be provided in another server device or the like.
[0038] The storage means 40 stores play data 40A for each player and group information 40B for each group.
[0039] The play data 40A includes, for example, the player's identification information (player name, player ID, etc.), the identification information of the group to which the player belongs (group name, group ID, etc.), the player's owned character information (character name, character ID, character image, level, etc.), the player's owned item information (item name, item ID, number owned, expiration date, etc.), the player's rank, the player's game progress, the game history, as well as the player's evaluation information.
[0040] The evaluation information of a player includes the content of evaluations of the player, the number of evaluations, etc. The evaluation of a player is not particularly limited as long as it is an evaluation of the player, and may be an evaluation of the player's own characteristics or attitude, an evaluation of the player's past playing performance, etc., or an evaluation of the player's playing status while the game is being executed. In this embodiment, a case will be described in which the evaluation of a player is an evaluation of the player's playing status while the game is being executed. The content of the evaluation includes a high rating, which has a positive meaning such as being favorable or supportable, and a low rating, which has a negative meaning such as being unfavorable or unsupportable. Note that the content of the evaluation is not limited to a high rating or a low rating, and may also include other content, such as content indicating indifference.
[0041] Group information 40B includes, for example, group identification information (group name, group ID, etc.), group level, group rank, group leader name (administrator name, etc.), sub-leader name, and names of players belonging to the group, as well as statistical information on the evaluations of players belonging to the group. The statistical information on player evaluations is information indicating statistical results of evaluations of players belonging to the group, such as statistical results on the content of evaluations and the total number of evaluations.
[0042] The execution means 42 has a function of executing a game that can form a group to which multiple players belong. The execution means 42 executes the game in accordance with the operations of each player. In this embodiment, the execution means 42 executes (progresses) a fighting game or the like against an enemy character that is common to multiple players belonging to the group.
[0043] The receiving means 44 has a function of receiving the selection of one or more players to be evaluated and the evaluation of the selected players in response to the player's operation while the game is being executed by the execution means 42. The information received by the receiving means 44 (the selected players and the evaluation of the players) is output to the selection means 46.
[0044] For example, when a play situation is output on the game execution screen of the terminal device 12, a player can perform a selection operation to select a player to be evaluated from among the players whose play situations are output, and an operation to input an evaluation for the player. Examples of the player selection operation include an operation to input or select a player's identification information (player name or player ID) and a tap operation on an icon representing a player character. Examples of the evaluation input operation include an operation to input a character string indicating the content of the evaluation, an operation to select a button or the like corresponding to the content of the evaluation, and a tap operation corresponding to the content of the evaluation. In this embodiment, different operations are pre-set depending on the content of the evaluation, such as a double tap for an operation corresponding to a high rating and a triple tap for an operation corresponding to a low rating. The accepting unit 44 accepts the selection of a player to be evaluated and the evaluation for the player, for example, in association with the player's selection operation and the play situation output immediately before the input operation.
[0045] The receiving means 44 also has a function of receiving chat information for a destination player in response to a player's operation while the game is being executed by the execution means 42. The chat information includes destination information indicating the destination player and message information to be sent to the destination player. The destination information is, for example, identification information (player name or player ID) of a player selected as a destination from among players belonging to the same group. The message information is, for example, a character string, an emoticon, a stamp, an image, a photograph, etc.
[0046] For example, when a chat input field for inputting chat information is displayed on the game execution screen, a player can perform an operation to post chat information. The posting operation includes, for example, an operation to specify destination information, an operation to input message information, and an operation to instruct the transmission of the message information. Examples of operations to specify destination information include an operation to input or select identification information of a player selected as a destination in the chat input field, or an operation to drag and drop an icon representing the player character into the chat input field. Examples of operations to input message information include an operation to input a character string into the chat input field or an operation to select an emoji, stamp, or the like in the chat input field. Examples of operations to instruct the transmission of message information include an operation to press a send button displayed on the game execution screen. The accepting unit 44 accepts chat information in response to a player's operation to post chat information. Chat information does not necessarily have to include destination information. That is, a player can post message information to the entire group without specifying a destination player. For example, in response to a player inputting only message information without performing an operation to specify destination information (without specifying a destination player), the accepting means 44 may accept chat information including only message information and no destination information. The chat information accepted by the accepting means 44 is output to the selecting means 46 and the determining means 48.
[0047] The selection means 46 has a function of selecting a target player as an evaluation target from among multiple players belonging to a group while the game is being executed by the execution means 42. Information indicating the target player selected by the selection means 46 is output to the output means 50. The selection means 46 executes automatic selection of the target player by a computer and / or manual selection of the target player in response to a player's operation. Automatic selection refers to selection of the target player by automatic control by the server device 10 as a computer. In contrast, manual selection refers to selection of the target player by receiving, via the reception means 44, a selection of the target player in response to a player's operation.
[0048] For example, when performing automatic selection, the selection means 46 automatically selects one or more target players from among multiple players based on the playing situation, etc., and automatically determines an evaluation for the target players. For example, the selection means 46 selects a player who made a play that contributed to the group's victory as the target player, and determines an evaluation for the target player as a high evaluation. Note that the selection means 46 may select a player who made a play opposite to the play that contributed to the group's victory (a play that was disadvantageous to the group) as the target player, and determine an evaluation for the target player as a low evaluation. Furthermore, when performing manual selection, the selection means 46 selects a player whose selection is accepted by the acceptance means 44 as the target player, and determines the evaluation accepted by the acceptance means 44 as the evaluation for the target player. The evaluation determined by the selection means 46 is output to the determination means 48 and the output means 50.
[0049] Furthermore, the selection means 46 changes the execution ratio of automatic selection to manual selection during game execution based on predetermined conditions. The execution ratio of automatic selection to manual selection is the ratio of the execution frequency of automatic selection based on the execution frequency of manual selection. The execution frequency is indicated, for example, by the number of executions, the execution frequency, or the execution period. In this embodiment, the execution frequency is indicated by the number of executions, and the execution ratio of automatic selection to manual selection is described as the ratio of the execution frequency of automatic selection in a predetermined period to the execution frequency of manual selection in the predetermined period.
[0050] The predetermined condition is, for example, that the frequency of manual selections made by the execution means 42 after the start of the game is equal to or less than a threshold value. Examples of this predetermined condition include that the total number of times manual selections are made in response to operations by multiple players in the same group is five or less, or that the number of times manual selections are made in response to operations by each player in the same group is one or less.
[0051] The predetermined condition is, for example, a condition based on the time elapsed since the game was started by the execution means 42. Examples of conditions based on the time elapsed since the game was started include the time elapsed since the game was started being equal to or less than a predetermined reference time, or being equal to or greater than a predetermined reference time. Examples of the predetermined time include a preset time such as several minutes to several hours, or about 10 to 20 percent of the preset time for the game execution.
[0052] The selection means 46 increases the execution ratio of automatic selection to manual selection when a predetermined condition is satisfied compared to when the predetermined condition is not satisfied. That is, when a predetermined condition is satisfied, the selection means 46 executes more automatic selections than manual selections compared to when the predetermined condition is not satisfied. On the other hand, when a predetermined condition is not satisfied, the selection means 46 decreases the execution ratio of automatic selection to manual selection or stops the execution of automatic selection compared to when the predetermined condition is satisfied. That is, when a predetermined condition is not satisfied, the selection means 46 executes less automatic selection to manual selection than when the predetermined condition is satisfied, or executes only manual selection without executing automatic selection.
[0053] The selection means 46 also has a function of further setting an output player as a player who will output an evaluation from among the target player and other players who belong to the same group as the target player.
[0054] For example, the selection means 46 sets the output player in response to an operation by the player. Examples of the operation by the player include an operation of inputting or selecting identification information of a player to be set as the output player on an output player setting screen, or a tap operation on an icon indicating the player character of the player. The operation by the player is accepted by, for example, the acceptance means 44. The selection means 46 sets the player selected in response to the operation as the output player.
[0055] Furthermore, the selection means 46 sets the output player based on the determination result of the evaluation by the determination means 48. For example, if the determination means 48 determines that the evaluation is high, the selection means 46 sets the target player and all other players belonging to the same group as the target player as output players. On the other hand, if the determination means 48 determines that the evaluation is not high (low), the selection means 46 sets only the parties involved in the evaluation, i.e., the target player and the player who selected the target player, as output players. Information indicating the output player set by the selection means 46 is output to the output means 50.
[0056] Furthermore, when the determination means 48 determines that the chat information corresponds to an evaluation, the selection means 46 has a function of selecting a destination player, which indicates the destination of the chat information, as the target player. In this case, the selection means 46 determines the evaluation based on message information included in the chat information. For example, the selection means 46 determines an evaluation corresponding to the determination result based on the determination result of the content of the evaluation by the determination means 48. The evaluation corresponding to the determination result may be, for example, a high evaluation if the determination result is a high evaluation, or a low evaluation if the determination result is a low evaluation. Furthermore, the selection means 46 may determine the message information itself as the evaluation. Furthermore, when the reception means 44 receives chat information that does not include destination information, the selection means 46 may select the destination player determined by the determination means 48 as the target player, and determine the evaluation determined to be a high evaluation (or a low evaluation) by the determination means 48 as the evaluation for the target player.
[0057] The determination means 48 has a function of determining the content of the evaluation of the target player. For example, the determination means 48 determines whether the content of the evaluation of the target player selected by the selection means 46 is a high evaluation. In this embodiment, the case where the content of the evaluation is not a high evaluation refers to the case where the content of the evaluation is a low evaluation, but is not limited to this and may also include content indicating, for example, indifference. The result of the determination of the content of the evaluation by the determination means 48 is output to the selection means 46.
[0058] The determination means 48 also has a function of determining whether the chat information received by the receiving means 44 corresponds to an evaluation. For example, the determination means 48 determines whether the content corresponds to an evaluation based on the content of message information included in the chat information. For example, the determination means 48 determines that the message information corresponds to an evaluation if the content includes an evaluation of the player. More specifically, the determination means 48 determines that the message information corresponds to an evaluation if the content includes an evaluation of the destination player indicated by the destination information, such as "Thanks for your help!" or "That play was not good!". On the other hand, the determination means 48 determines that the message information does not correspond to an evaluation if the content does not include an evaluation of the player. More specifically, the determination means 48 determines that the message information does not correspond to an evaluation if the content is unrelated to an evaluation of the player, such as "Hello!" or "You're about to lose!". The determination result of whether the chat information corresponds to an evaluation by the determination means 48 is output to the selection means 46.
[0059] Furthermore, when the determination means 48 determines that the content of the message information corresponds to an evaluation, the determination means 48 further determines whether or not the evaluation indicated by the message information is a high evaluation based on the content of the message information. For example, if the message information contains the content "Thanks for your help!", the determination means 48 determines that the evaluation is a high evaluation because the content has a positive meaning for the destination player. On the other hand, if the message information contains the content "Your play just now was not good!", the determination means 48 determines that the evaluation is not a high evaluation because the content has a negative meaning for the destination player.
[0060] Furthermore, when the receiving means 44 receives chat information that includes only message information and no destination information, the determination means 48 also determines to which player the message information was sent. That is, when the destination player of the message information is not specified by the player, the determination means 48 automatically determines the destination player. The determination means 48 determines the destination player of the message information, for example, based on the game play situation before and after the message information was received by the receiving means 44. More specifically, when player B posts chat information including the message information "Nice!" without specifying a destination player within a certain time after player A inflicts heavy damage on an enemy character, the determination means 48 determines player A as the destination player of the message information. Furthermore, in this case, the determination means 48 determines that the evaluation is high based on the content of the message information.
[0061] The output means 50 has a function of outputting the evaluation of the target player selected by the selection means 46 to the terminal devices 12 of the target player and other players who belong to the same group as the target player while the game is being executed by the execution means 42. In this embodiment, output to the terminal device 12 refers to displaying on the screen of the terminal device 12, but the output may also include outputting to the terminal device 12 by sound or the like.
[0062] The output means 50 outputs the evaluation determined by the selection means 46 as the evaluation for the target player. The output means 50 displays the evaluation in different modes depending on the content of the evaluation on the screen of the terminal device 12 that outputs the evaluation for the target player. For example, when the content of the evaluation for the target player is a high evaluation, the output means 50 displays a "Like!" mark indicating a gesture of putting a thumb up, a heart mark, or the like, as information indicating that the evaluation for the target player is high. On the other hand, when the content of the evaluation for the target player is a low evaluation, the output means 50 displays a "Bad!" mark indicating a gesture of putting a thumb down, or the like, as information indicating that the evaluation for the target player is low.
[0063] Furthermore, the output means 50 outputs the playing status of the player during execution of the game to the terminal device 12, which is the output destination of the evaluation, and outputs an evaluation of the target player in association with the playing status. For example, the output means 50 displays the playing status of the target player in a predetermined display field on the game execution screen of the terminal device 12, and displays an evaluation of the target player in the display field, outputting the evaluation so that it is identifiable as an evaluation of the playing status of the target player.
[0064] Furthermore, the output means 50 may display automatically selected ratings and manually selected ratings in a distinguishable manner on the game execution screen of the terminal device 12 to which the ratings are output. For example, the output means 50 displays information indicating automatically selected ratings and information indicating manually selected ratings in different colors, densities, etc. Furthermore, the output means 50 may display information indicating the number of ratings in addition to the information indicating the ratings.
[0065] <Processing flow> 4 is a flowchart showing an example of the flow of processing for outputting an evaluation by the server device 10 in the game system 1. Note that the order or content of the following processing can be changed as appropriate.
[0066] (Step SP10) When the login authentication of the player is successful, the execution means 42 acquires the play data 40A of the player and transmits screen data of a menu screen corresponding to the acquired play data 40A to the terminal device 12, thereby displaying the menu screen on the terminal device 12. Then, the processing proceeds to the processing of step SP12.
[0067] (Step SP12) The execution means 42 determines whether or not a game has started in response to a player's operation on the menu screen displayed in the processing of step SP10. For example, it determines whether or not a button for starting the game has been pressed by the player. If the determination is affirmative, the processing proceeds to processing of step SP14. If the determination is negative, the processing returns to processing of step SP10, and the subsequent processing of step SP12 is repeated, for example, until a game termination condition is met.
[0068] (Step SP14) The execution means 42 transmits the screen data of the game execution screen to the terminal device 12, thereby causing the terminal device 12 to display the game execution screen and execute the game. Then, the process proceeds to step SP16.
[0069] (Step SP16) The output means 50 transmits screen data of the game execution screen including the play status to the terminal device 12, thereby causing the game execution screen to be displayed on the terminal device 12. Then, the process proceeds to step SP18.
[0070] (Step SP18) The selection means 46 executes automatic selection of a target player. For example, the selection means 46 selects a player who has played in a way that contributes to the victory of the group based on the playing situation as the target player, and determines the evaluation of the target player as high. Then, the processing proceeds to the processing of step SP20.
[0071] (Step SP20) The output means 50 transmits screen data of the game execution screen including the automatically selected evaluation selected in the processing of step SP18 to the terminal device 12, thereby causing the terminal device 12 to display the game execution screen.
[0072] FIG. 5 is a diagram showing an example of a game execution screen 100A displayed on the terminal device 12, which includes an evaluation by automatic selection.
[0073] As shown in FIG. 5, the game execution screen 100A includes, for example, an evaluation mark 102, a play status 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112.
[0074] The rating mark 102 is a "Like!" mark indicating a high rating. The rating mark 102 is displayed in, for example, achromatic color (gray) to indicate that it is an automatically selected rating. In FIG. 5, the achromatic display of the rating mark 102 is indicated by a dashed line. The rating mark 102 includes information indicating the number of ratings superimposed on the "Like!" mark.
[0075] The play status 104 is a message indicating the play status of each player, and is displayed in a balloon (display field) from an icon 106. The evaluation mark 102 is displayed in the balloon displaying this play status 104, and thus the evaluation mark 102 is displayed in association with the play status 104.
[0076] Icons 106 are icons such as character images representing player characters. In FIG. 5, character images representing five player characters belonging to the same group are shown as "P1," "P2," "P3," "P4," and "P5," respectively. Hereinafter, when distinguishing between the players represented by the character images "P1," "P2," "P3," "P4," and "P5," they will be referred to as "player P1," "player P2," "player P3," "player P4," and "player P5," respectively. Enemy characters 108 are images representing enemy characters.
[0077] The chat input field 110 is an input receiving section for players to post chat information. The send button 112 is a button for sending message information entered in the chat input field 110 to the terminal device 12 of the destination player indicated by the destination information.
[0078] Returning to FIG. 4, the process proceeds to step SP22.
[0079] (Step SP22) The reception means 44 determines whether or not an evaluation has been received in response to a player's operation on the game execution screen 100A of Fig. 5. For example, suppose that a player selects player P1, whose play situation 104 on the game execution screen 100A is "Delivered a preemptive attack!", and double-tap the icon 106 of player P1 in an attempt to rate him / her highly. In this case, the reception means 44 receives the selection of player P1 and the evaluation (high evaluation) of player P1, and makes a positive determination. Also, suppose that a player triple-taps the icon 106 of player P3 in an attempt to rate player P3, whose play situation 104 is "Missed the attack!", in a negative determination. In this case, the reception means 44 receives the selection of player P3 and the evaluation (low evaluation) of player P3, and makes a positive determination. Furthermore, the selection means 46 selects the player whose selection has been accepted by the acceptance means 44 as the target player, and determines the evaluation accepted by the acceptance means 44 as the evaluation for the target player. Then, the processing proceeds to the processing of step SP24.
[0080] On the other hand, if the player does not double-tap or triple-tap the icon 106 for a predetermined period of time, the acceptance means 44 does not accept the evaluation and makes a negative judgment. Then, the processing proceeds to the processing of step SP30.
[0081] (Step SP24) The determination means 48 determines whether the content of the evaluation determined in the processing of step SP22 is a high evaluation. For example, if the evaluation is determined by receiving a double tap by the player, it is determined to be a high evaluation. On the other hand, if the evaluation is determined by receiving a triple tap by the player, it is determined not to be a high evaluation (a low evaluation). Then, the processing proceeds to the processing of step SP26.
[0082] (Step SP26) The selection means 46 sets an output player indicating the output destination of the evaluation based on the determination result in the processing of step SP24. For example, the output destination of the evaluation of player P1 determined to have a high evaluation in the processing of step SP24 is player P1 as well as all other players belonging to the same group as player P1 (players P2, P3, P4, and P5). In contrast, the output destination of the evaluation of player P3 determined to have a low evaluation in the processing of step SP24 is player P3 as well as the player who selected player P3 by triple-tapping the icon 106 of player P3 (any player among player P1, player P2, player P4, and player P5). Then, the processing proceeds to the processing of step SP28.
[0083] (Step SP28) The output means 50 transmits screen data of a game execution screen including the evaluation of the target player selected in the processing of step SP22 to the terminal device 12, thereby causing the terminal device 12 to display the game execution screen.
[0084] FIG. 6 is a diagram showing an example of a game execution screen 100B displayed on the terminal device 12, which includes an evaluation based on a manual selection.
[0085] As shown in FIG. 6, the game execution screen 100B includes, for example, a play situation 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112, similar to the game execution screen 100A. The game execution screen 100B newly displays a play situation 104 ("You helped player P3!") indicating that player P2 has taken an action to help player P3. The game execution screen 100B is an example screen displayed on the terminal device 12 of player P3, and shows that player P3 has input player P2 as destination information 114 and "Thanks for helping me!" as message information 116. The game execution screen 100B also includes evaluation marks 120 and 122 instead of the evaluation mark 102. Like the evaluation mark 102, the evaluation marks 120 and 122 are displayed in speech bubbles that display the play situation 104, and are therefore displayed in association with the play situation 104.
[0086] The rating mark 120 is a "Like!" mark indicating a high rating, and the rating mark 122 is a "Dislike!" mark indicating a low rating. The rating marks 120 and 122 are displayed in, for example, a chromatic color to indicate that the rating is manually selected in addition to or instead of an automatic selection. In FIG. 6, the chromatic color display of the rating marks 120 and 122 is indicated by a solid line. The rating marks 120 and 122 include information indicating the number of ratings superimposed on the "Like!" mark or "Dislike!" mark.
[0087] The rating mark 120 indicates the result of outputting a rating (high rating) for player P1 or player P5 in response to a double tap on the icon 106 of player P1 or player P5 on the game execution screen 100A. On the game execution screen 100A, the rating mark 102 for player P1 or player P5 indicates a rating of "1," whereas on the game execution screen 100B, the rating mark 120 for player P1 indicates a rating of "2," and the rating mark 120 for player P5 indicates a rating of "3." This indicates that player P1 has been rated by automatic selection (once) and manually selected once, and player P5 has been rated by automatic selection (once) and manually selected twice. The rating mark 120 is displayed for all players P1, P2, P3, P4, and P5 in the same group.
[0088] Furthermore, the rating mark 122 indicates the result of outputting a rating (low rating) for player P3 in response to a triple tap on the icon 106 of player P3 on the game execution screen 100A. While no rating mark for player P3 is displayed on the game execution screen 100A, the number of ratings indicated by the rating mark 122 for player P3 on the game execution screen 100B is "1." This indicates that one manual rating has been performed on player P3, who has not been rated by automatic selection. This rating mark 122 is only displayed on player P3, who is the party responsible for the rating, and on the player who triple tapped the icon 106 of player P3.
[0089] Returning to FIG. 4, the process proceeds to step SP30.
[0090] (Step SP30) The reception means 44 determines whether chat information has been received in response to a player's operation on the game execution screen 100B. For example, suppose that a player drags and drops the icon 106 of player P2, whom the player selects as a destination, into the chat input field 110 displayed on the game execution screen 100B, inputs message information 116, and presses the send button 112. In this case, the reception means 44 receives the chat information and makes a positive determination. Then, the processing proceeds to step SP32. On the other hand, if no operation for posting chat information is performed for a predetermined period of time, the reception means 44 does not receive the chat information and makes a negative determination. Then, the processing proceeds to step SP40.
[0091] (Step SP32) The determination means 48 determines whether the chat information determined to be positive in the processing of step SP30 corresponds to an evaluation. For example, as shown in the game execution screen 100B, when message information 116 including an evaluation of player P2 such as "Thanks for your help!" is input, the determination means 48 determines the determination to be positive. In this case, the selection means 46 selects player P2 indicated by the destination information 114 as the target player, and the processing proceeds to processing of step SP34. On the other hand, when the message information 116 contains content unrelated to an evaluation of the player, such as "Hello!", the determination means 48 determines the determination to be negative, and the processing proceeds to processing of step SP40.
[0092] (Step SP34) The determination means 48 determines whether the content of the evaluation indicated by the message information is a high evaluation, based on the message information determined to correspond to an evaluation in the processing of step SP32. For example, if the message information 116 is "Thanks for your help!" as shown on the game execution screen 100B, the determination means 48 makes a positive determination. In this case, the selection means 46 determines the evaluation of player P2 as a high evaluation. On the other hand, if the message information 116 is, for example, "That play was not good!", the determination means 48 makes a negative determination. In this case, the selection means 46 determines the evaluation of player P2 as a low evaluation. Then, the processing proceeds to the processing of step SP36.
[0093] (Step SP36) The selection means 46 sets the output player based on the determination result in the processing of step SP34. The specific setting method is the same as the processing of step SP26, so a description thereof will be omitted. Then, the processing proceeds to the processing of step SP38.
[0094] (Step SP38) The output means 50 transmits screen data of a game execution screen including the evaluation of the target player selected in the processing of step SP32 to the terminal device 12, thereby causing the terminal device 12 to display the game execution screen.
[0095] FIG. 7 is a diagram showing an example of a game execution screen 100C displayed on the terminal device 12, which includes an evaluation based on chat information.
[0096] 7, the game execution screen 100C, like the game execution screen 100B, includes, for example, a play situation 104, an icon 106, an enemy character 108, a chat input field 110, and a send button 112. The game execution screen 100C includes an evaluation mark 124 in addition to the evaluation marks 120 and 122. Like the evaluation marks 120 and 122, the evaluation mark 124 is displayed in a speech bubble that displays the play situation 104, and is thereby displayed in association with the play situation 104.
[0097] The rating mark 124 indicates the result of outputting a rating (high rating) for player P2 indicated by the destination information 114 in response to the input of destination information 114 and message information 116 on the game execution screen 100B and the posting of chat information. While no rating mark is displayed for player P2 on the game execution screen 100B, the number of ratings indicated by the rating mark 124 for player P2 on the game execution screen 100C is "1." This indicates that player P2, who has not been rated by automatic selection, has been rated once based on the receipt of chat information. This rating mark 124 is displayed for all players P1, P2, P3, P4, and P5 in the same group.
[0098] Returning to FIG. 4, the process proceeds to step SP40.
[0099] (Step SP40) The selection means 46 determines whether the number of times manual selection has been performed during game execution is small. For example, the selection means 46 determines whether the total number of times manual selection has been performed in response to operations by players P1 to P5 in the same group is five or less. If the determination is affirmative, the process proceeds to step SP18, and if the determination is negative, the process proceeds to step SP42.
[0100] (Step SP42) The selection means 46 stops the execution of the automatic selection, and then the process proceeds to step SP44.
[0101] (Step SP44) The execution means 42 determines whether or not an end condition for ending the game is satisfied in response to the player's operation on the terminal device 12. For example, it determines whether or not a button for ending the game has been pressed by the player. If the determination is affirmative, the series of processes shown in Fig. 4 is ended, and if the determination is negative, the process proceeds to step SP22.
[0102] <Action and effect> As described above, in this embodiment, a program related to a game in which a group to which multiple players belong can be formed causes the server device 10, which is a computer capable of communicating with the player's terminal device 12, to function as a selection means 46 that selects a target player from multiple players as an evaluation target while the game is being executed, and as an output means 50 that outputs evaluations of the target player selected by the selection means 46 to the target player and the terminal devices 12 of other players who belong to the same group as the target player while the game is being executed.
[0103] According to this configuration, the evaluation of the target player is output not only to the target player but also to the terminal devices 12 of other players who belong to the same group as the target player. This allows the evaluation of the target player to be shared not only with the target player but also with other players, thereby honoring the target player. As a result, players are encouraged to take actions that contribute to the victory of the group to which they belong, and players can be discouraged from taking actions that put the group to which they belong at a disadvantage.
[0104] Furthermore, in this embodiment, the selection means 46 performs automatic selection, which selects a target player under automatic control by the server device 10, and / or manual selection, which selects a target player in response to an operation by the player.
[0105] According to this configuration, when manual selection is performed, the player can select the target player that he or she wishes to evaluate by his or her own operation. Furthermore, when automatic selection is performed, even if the atmosphere among players is not conducive to evaluating each other and manual selection according to player operation is not performed, an evaluation is output by the execution of automatic selection. This creates an atmosphere among players that makes it easy for players to evaluate each other, and encourages the execution of manual selection according to player operation.
[0106] In this embodiment, the selection means 46 also changes the execution ratio of automatic selection to manual selection during execution of the game based on a predetermined condition.
[0107] According to this configuration, the ratio of automatic selection by the computer to manual selection in response to player operations is changed based on predetermined conditions, so that automatic selection can be made more frequently than manual selection, or conversely, automatic selection can be made less frequently than manual selection, based on the predetermined conditions. In this way, by changing the ratio of automatic selection to manual selection, it is possible to prompt the player to make manual selections appropriately at the timing required.
[0108] In addition, in this embodiment, the predetermined condition is that the degree of execution of manual selection after the start of the game is below a threshold value, and when the predetermined condition is met, the selection means 46 increases the execution ratio compared to when the predetermined condition is not met.
[0109] According to this configuration, after the start of the game, if the degree to which the player is making a manual selection is equal to or less than a threshold, automatic selection is more actively performed than manual selection, and the execution of automatic selection can encourage the player to make a manual selection. On the other hand, if the degree to which manual selection is being performed is not equal to or less than the threshold, there is no need to encourage the player to make a manual selection, and therefore the execution of automatic selection is suppressed or stopped. Therefore, automatic selection can be actively performed only at times necessary to encourage the player to make a manual selection, and the annoyance of excessive evaluations being output due to the automatic selection being actively performed even at times when it is not necessary can be reduced.
[0110] In addition, in this embodiment, the predetermined condition is a condition based on the elapsed time since the start of the game, and the selection means 46 increases the execution ratio when the predetermined condition is met compared to when the predetermined condition is not met.
[0111] With this configuration, for example, when the elapsed time since the start of the game is equal to or less than a predetermined time, automatic selection can be more actively performed than manual selection. Therefore, automatic selection can be actively performed in response to the elapsed time since the start of the game, creating an atmosphere in which players can easily evaluate each other.
[0112] In this embodiment, the output means 50 outputs the evaluation to the terminal device 12 in association with the playing situation of the player during execution of the game.
[0113] With this configuration, the evaluation is output in association with the play situation, so the player can recognize what play situation the evaluation is for. This makes it easier for the player to understand what actions they should take in order to receive an evaluation, and can actively encourage players to take actions that will contribute to the victory of the group to which they belong.
[0114] In addition, in this embodiment, the selection means 46 further sets an output player as a player from among the target player and other players belonging to the same group as the target player, for whom an evaluation is to be output by the output means 50, and the output means 50 outputs the evaluation to the terminal device 12 of the output player set by the selection means 46.
[0115] According to this configuration, the evaluation is output to the terminal device 12 of the set output player, so that the range of players who can share the evaluation within the group can be changed depending on the setting. For example, the evaluation can be output only to the person who made the evaluation among the players belonging to the same group, or the evaluation can be output to all players belonging to the same group.
[0116] In this embodiment, the selection means 46 sets the output player in response to the player's operation.
[0117] According to this configuration, the range of players who can share the evaluation within the group can be changed by the player's operation.
[0118] In this embodiment, the server device 10 further functions as a determination means 48 that determines the content of the evaluation, and the selection means 46 sets the output player based on the determination result by the determination means 48 .
[0119] With this configuration, the range of players who can share the evaluation within the group can be changed based on the judgment result of the content of the evaluation. For example, if the judgment result is a high evaluation, the range can be all players in the same group, and if the judgment result is a low evaluation, the range can be only the person who made the evaluation.
[0120] In addition, in this embodiment, the server device 10 further functions as a receiving means 44 that receives chat information for the destination player in response to player operations while the game is being executed, and a determining means 48 that determines whether the chat information received by the receiving means 44 corresponds to an evaluation, and the selecting means 46 selects the destination player as the target player when the determining means 48 determines that the chat information corresponds to an evaluation.
[0121] According to this configuration, when the chat information corresponds to an evaluation, the destination player is selected as the target player. Therefore, even if the player does not consciously give an evaluation, when the chat information includes a latent evaluation of the destination player, the evaluation can be output with the destination player as the target player. As a result, the latent evaluation can be made apparent, and the target player can be more proactively honored.
[0122] <Modification> The present invention is not limited to the above-described embodiments. In other words, variations on the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they incorporate the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they incorporate the features of the present invention.
[0123] For example, the receiving means 44 may not accept an evaluation of the target player. In response to the receiving means 44 accepting the selection of one or more players as evaluation targets, a predetermined evaluation of the player whose selection has been accepted may be output. The content of the evaluation does not need to include a high evaluation and a low evaluation, and may be only a high evaluation. Furthermore, in the above embodiment, the target player selection operation and the evaluation input operation for the target player are accepted by the same operation by double-tapping or triple-tapping the icon 106, but this is not limited thereto, and the selection operation and the input operation may be accepted by separate operations. Furthermore, the receiving means 44 may accept the selection of multiple players as evaluation targets all at once.
[0124] In the above embodiment, an example was described in which the rating mark 124 corresponding to the content of the rating based on the message information 116 is output when the chat information corresponds to the rating. However, the message information 116 itself may be output as the rating instead of or in addition to the rating mark 124. In this case, the output mode of the message information 116 as the rating may be different from the output mode when the message information 116 is output as normal chat information. Examples of different output modes include displaying a rating mark together with the message information 116 or displaying the message information 116 in a rating display field that displays ratings. Furthermore, the rating based on the chat information may be displayed in a manner that makes it identifiable as being different from the rating based on the player's selection operation of the target player or the rating generated by a computer. Furthermore, the operation of posting chat information is not limited to the above. For example, chat information may be posted by dragging and dropping the entered message information 116 onto the icon 106 of the player to whom the player wishes to send the message.
[0125] Furthermore, in the above embodiment, a case has been described in which an evaluation is output in association with the play situation 104. However, the evaluation may be output in a manner that makes it identifiable that it is an evaluation of the player itself, regardless of the play situation 104, for example, by displaying an evaluation mark on or near the player's icon 106. Furthermore, the play situation 104 may not only simply explain the play situation, but also include words encouraging the evaluation, such as "Send a like!". Furthermore, the play situation 104 is not limited to being displayed on the screen, but may also be output by sound or the like. When a player performs an operation to select a target player or an operation to input an evaluation, the receiving means 44 may receive the selection of the target player and the evaluation of the target player in association with the play situation that was output as sound immediately before the selection operation and input operation.
[0126] Furthermore, based on the statistical results of the evaluations received by each player during game execution, a determination may be made as to which players or playing situations have a number of favorable evaluations equal to or greater than a threshold. In this case, the output means 50 may output identification information for identifying players or playing situations determined to have a number of favorable evaluations equal to or greater than a threshold. For example, on the game execution screen, a player's icon 106 or playing situation 104 having a number of favorable evaluations equal to or greater than a threshold may be displayed with identification information such as a medal mark indicating that the player is a good player or has performed well, thereby honoring the player. This identification information may be displayed while the game is being executed, or may be displayed the next time the game is executed or thereafter.
[0127] Furthermore, the selection means 46 may be able to switch between setting the output player in accordance with the player's operation or based on the result of the determination of the content of the evaluation by the determination means 48. [Explanation of symbols]
[0128] 10: Server device (computer, information processing device), 12: Terminal device, 44: Acceptance means, 46: Selection means, 48: Determination means, 50: Output means
Claims
1. A program for a game in which a group to which multiple players belong can be formed, a computer capable of communicating with the player's terminal device, a selection means for selecting a target player as an evaluation target from among the plurality of players while the game is being executed; an output means for outputting, while the game is being executed, an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player; A program to function as a
2. the selection means performs automatic selection of selecting the target player by automatic control by the computer, and / or manual selection of selecting the target player in response to an operation by a player. The program according to claim 1.
3. the selection means changes the execution ratio of the automatic selection to the manual selection during execution of the game based on a predetermined condition; The program according to claim 2.
4. the predetermined condition is that the degree of execution of the manual selection after the start of the game is equal to or less than a threshold value; the selection means increases the execution ratio when the predetermined condition is satisfied compared to when the predetermined condition is not satisfied. The program according to claim 3.
5. the predetermined condition is a condition based on an elapsed time after the start of the game, the selection means increases the execution ratio when the predetermined condition is satisfied compared to when the predetermined condition is not satisfied. The program according to claim 3.
6. the output means outputs the evaluation to the terminal device in association with a playing situation of the player during execution of the game; The program according to claim 1 or 2.
7. the selection means further sets an output player as a player who outputs the evaluation by the output means, from among the target player and other players belonging to the same group as the target player; the output means outputs the evaluation to the terminal device of the output player selected by the selection means. The program according to claim 1 or 2.
8. the selection means sets the output player in response to an operation by a player. The program according to claim 7.
9. The computer further functioning as a determination means for determining the content of the evaluation, the selection means sets the output player based on the determination result by the determination means. The program according to claim 7.
10. The computer a receiving means for receiving chat information for a destination player in response to an operation by the player while the game is being executed; The chat information received by the receiving means further functions as a determination means for determining whether the chat information corresponds to an evaluation, the selection means selects the destination player as the target player when the determination means determines that the chat information corresponds to an evaluation. The program according to claim 1 or 2.
11. An information processing device capable of communicating with a terminal device of a player who executes a game in which a group to which a plurality of players belong can be formed, a selection means for selecting a target player as an evaluation target from among the plurality of players while the game is being executed; an output means for outputting, while the game is being executed, an evaluation of the target player selected by the selection means to the terminal devices of the target player and other players belonging to the same group as the target player; An information processing device comprising:
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