Program and system
The program and system dynamically reset events and vary parameters based on user location and game progression, enhancing engagement and entertainment value by separating parameter changes from user actions.
Patent Information
- Application Number
- JP2024024723
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-21
- Publication Date
- 2025-09-02
AI Technical Summary
Existing programs lack mechanisms to enhance entertainment value by dynamically varying game parameters based on user location and game progression, leading to reduced user engagement.
A program and system that includes a virtual space controller to reset events to different locations and vary predetermined parameters based on user position, separate from user operations and game progress, thereby enhancing engagement.
Increases user motivation and interest by dynamically changing game parameters, creating a more immersive and engaging experience.
Smart Images

Figure 2025127807000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] BACKGROUND ART Conventionally, a program is known that executes an event set on map data of the real world based on user location information (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-145916 Summary of the Invention [Problem to be solved by the invention]
[0004] An object of the present invention is to improve the entertainment value. [Means for solving the problem]
[0005] In order to achieve the above object, a first invention provides a program for causing a computer to: The virtual space controller functions as an execution means that enables an event set in a virtual space to be executed based on the user's position information, a resetting means that, when a predetermined condition is met in an event set at a first position in the virtual space, resets the event to a second position different from the first position, and a variation means that, when the event reset to the second position is executed, varies a predetermined parameter among the parameters associated with the user. In the program according to the first invention, when an event reset to a second position is executed after an event set to a first position is executed, a predetermined parameter associated with the user is changed. This makes it possible for the execution of the event set to the first position to have an effect on the event reset to the second position, thereby increasing the interest. Here, the computer may be, for example, the terminal device 10 and the server device 20 (described later). The location information may be, for example, user location information (described later). The virtual space may be, for example, a map space (described later). The event may be, for example, a subjugation event (described later). The execution means may be, for example, the terminal device 10 and the server device 20 (steps S3-2 to S3-8) (described later). The first location may be, for example, an original location (described later). The predetermined condition may be, for example, an escape condition (described later). The second location may be, for example, an event reset location (described later). The resetting means may be, for example, the terminal device 10 and the server device 20 (steps S5-2 to S5-8) (described later). The parameters associated with the user may be, for example, user parameters (described later). The predetermined parameters may be, for example, parameters to be varied (described later). The varying means may be, for example, the terminal device 10 and the server device 20 (steps S3-5 to S3-8) (described later).
[0006] In the program of the second invention, in the program of the first invention, the predetermined parameter varies by executing the event reset to the second position, separate from variations in parameters associated with the user based on the user's operations and game progress during the period from after the execution of the event set to the first position to before the execution of the event reset to the second position (hereinafter referred to as the "tracking period"). In the program according to the second invention, a predetermined parameter fluctuates due to the execution of an event reset to the second position, in addition to fluctuations in parameters based on user operations during the tracking period or the progress of the game (for example, recovery of stamina based on a user's recovery operation, fluctuations in parameters based on an increase in the user level, etc.), which can increase the user's motivation to execute the event reset to the second position.
[0007] The program of the third invention is a program of the first or second invention, in which the specified parameter does not change if an event (hereinafter referred to as a "non-tracking event") different from the event reset to the second position is executed during the period from after the event set to the first position is executed to before the event reset to the second position is executed. In the program according to the third aspect of the present invention, when an out-of-tracking event is executed during the tracking period, the predetermined parameter does not change, thereby increasing the user's motivation to execute the event reset to the second position.
[0008] A fourth aspect of the present invention is a program according to the first or second aspect of the present invention, wherein the amount of variation in the specified parameter changes depending on the distance or time traveled by the user during the period from after the event set at the first location is executed to before the event reset to the second location is executed. In the program according to the fourth aspect of the present invention, the amount of variation of the predetermined parameter changes depending on the moving distance or moving time of the user during the tracking period, thereby making it possible to improve interest. Here, the tracking period corresponds to, for example, a tracking period described below.
[0009] A fifth aspect of the present invention is a program according to the first or second aspect of the present invention, wherein information regarding fluctuations in the specified parameter is displayed for the event that has been reset to the second position. In the program according to the fifth aspect of the present invention, the user can execute the event reset to the second position after understanding the changes in the predetermined parameters, thereby improving the enjoyment of the game. Here, the information relating to the fluctuation of a predetermined parameter corresponds to, for example, parameter fluctuation content information, which will be described later.
[0010] A sixth aspect of the present invention is a program according to the first or second aspect of the present invention, wherein when the event that has been reset to the second position is executed, the state of certain parameters among the parameters associated with the user that was set to the first position when the event was executed is maintained. The program of the sixth invention allows the user to have the impression that the event reset to the second location is a continuation of the event set to the first location, thereby increasing interest. Here, the specific parameters include, for example, parameters other than the parameters to be varied, which will be described later.
[0011] The program of the seventh invention is a program of the first or second invention, wherein when the event set to the first position is executed by multiple users, the amount of variation in the specified parameter is greater when the event reset to the second position is executed when the multiple users are present than when the event reset to the second position is executed when the multiple users are not present. The program according to the seventh aspect of the present invention makes it possible to encourage cooperation among a plurality of users, thereby increasing interest.
[0012] The system of the eighth invention includes a computer that functions as an execution means that enables the execution of an event set in a virtual space based on user location information, a resetting means that, when a predetermined condition is met in an event set at a first location in the virtual space, resets the event to a second location different from the first location, and a variation means that, when the event reset to the second location is executed, varies a predetermined parameter among the parameters associated with the user. In the system according to the eighth aspect of the present invention, when an event reset to a second location is executed after an event set to a first location is executed, a predetermined parameter associated with the user is changed. This allows the execution of the event set to the first location to have an effect on the event reset to the second location, thereby increasing the interest. Here, the system corresponds, for example, to the game system 1 described later. The computer corresponds, for example, to the terminal device 10 and the server device 20 described later. The location information corresponds, for example, to user location information described later. The virtual space corresponds, for example, to a map space described later. The event corresponds, for example, to a subjugation event described later. The execution means corresponds, for example, to the terminal device 10 and the server device 20 described later (steps S3-2 to S3-8). The first location corresponds, for example, to the original location described later. The predetermined condition corresponds, for example, to an escape condition described later. The second location corresponds, for example, to an event reset location described later. The resetting means corresponds, for example, to the terminal device 10 and the server device 20 described later (steps S5-2 to S5-8). The parameters associated with the user correspond, for example, to user parameters described later. The predetermined parameters correspond, for example, to parameters to be varied described later. The varying means corresponds, for example, to the terminal device 10 and the server device 20 described later (steps S3-5 to S3-8). [Effects of the Invention]
[0013] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a diagram showing a schematic configuration of a game system 1. FIG. [Figure 2] FIG. 2 is a diagram illustrating a functional configuration of a terminal device 10. [Figure 3] FIG. 2 is a diagram illustrating a functional configuration of a server device 20. [Figure 4] FIG. 10 is a diagram showing a process for updating a surrounding map image. [Figure 5] FIG. 10 illustrates a process for setting an event. [Figure 6] FIG. 10 illustrates a process for executing an event. [Figure 7] FIG. 10 is a diagram illustrating a process for determining a success condition during the execution of an event. [Figure 8] FIG. 10 is a diagram illustrating a process for determining an escape condition during the execution of an event. [Figure 9] FIG. 2 is a diagram showing an example of a game screen displayed on the display of the terminal device 10. DETAILED DESCRIPTION OF THE INVENTION
[0015] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, an example in which the present invention is applied to a game system 1 will be described. The game system 1 is a system that provides games to terminal devices 10 owned by users. In this embodiment, an example will be described in which the game system 1 provides a position-based game. A position-based game is a game that uses location information measured by a terminal device used by a user. Here, the position-based game provided by the game system 1 may be a multiplayer game. A multiplayer game is a game in which multiple users can participate (compete or cooperate) and play.
[0016] (General configuration of game system 1) First, the general configuration of the game system 1 will be described. FIG. 1 is a diagram showing a schematic configuration of a game system 1. As shown in FIG. 1, the game system 1 includes a plurality of terminal devices 10 connected to a network 2, and one or more server devices 20 connected to the network 2. The terminal devices 10 and the server device 20 are connected to each other via the network 2 so as to be able to communicate with each other.
[0017] (Network 2 configuration) The network 2 is configured, for example, by a mobile communication system including the Internet and a wireless base station. The mobile communication system is configured, for example, by a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), a wireless network connectable to the Internet via an access point, or the like.
[0018] (Hardware configuration of terminal device 10) Next, the hardware configuration of the terminal device 10 will be described. The terminal device 10 is a computer (information processing device) used by a user. The terminal device 10 is a portable terminal device such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. In this embodiment, an example of the terminal device 10 configured as a portable information terminal (specifically, a smartphone, a phablet, a tablet, or the like) equipped with a touch screen 16 will be described. The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF (Interface) 14, an input / output IF 15, and a touch screen 16. These components are connected to each other via a communication bus 17. The processor 11 controls various operations of the terminal device 10. The processor 11 reads a program from the storage 13, expands the read program in the memory 12, and executes the expanded program. The processor 11 is configured by, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc.
[0019] The memory 12 temporarily stores programs and data. The memory 12 temporarily stores programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to the programs. The memory 12 is configured, for example, by a volatile memory such as a RAM (Random Access Memory). The storage 13 stores various programs and data related to the game. The storage 13 is configured by, for example, a non-volatile memory such as a ROM (Read Only Memory), a flash memory, or an HDD (Hard Disk Drive). In particular, the storage 13 stores a game program. The game program realizes a game function for executing the game (a function for providing an environment for the user to play the game). The communication IF 14 controls transmission and reception of various data between the terminal device 10 and external communication devices. The communication IF 14 controls communication using, for example, a wireless LAN (Local Area Network), a wired LAN, short-range wireless communication, etc. The input / output IF 15 is an interface for inputting data from the outside to the terminal device 10 and outputting data from the terminal device 10 to the outside. The input / output IF 15 is configured by, for example, a USB (Universal Serial Bus), a button, a camera, a microphone, a speaker, and the like.
[0020] The touch screen 16 receives input from the user and outputs information for the user to a display. The touch screen 16 includes a display (not shown) and a touch panel (not shown). The display displays various images (game images, etc.). The images displayed on the display include various objects such as backgrounds, obstacles, characters, windows, buttons, menus, lists, icons, etc. The display is configured, for example, by an LCD monitor, an organic EL (Electro Luminescence) monitor, etc. The touch panel transmits an output value based on a user's operation on the input surface to the processor 11. The input surface of the touch panel is part or all of the display surface of the display. The touch panel can be used as an operation unit configured to accept a user's input operation. For example, when the touch panel is used as an operation unit, the processor 11 accepts the user's physical contact operation on the input surface of the touch panel as the user's input operation. The touch panel is configured, for example, by a capacitive touch panel, a resistive touch panel, an ultrasonic touch panel, or the like.
[0021] (Hardware configuration of server device 20) Next, the hardware configuration of the server device 20 will be described. The server device 20 is a computer (information processing device) and is configured by, for example, a general-purpose computer such as a workstation or a PC. The server device 20 includes a processor 21, a memory 22, a storage 23, a communication IF 24, and an input / output IF 25. These components are connected to one another via a communication bus 26. The processor 21 controls various operations of the server device 20. The processor 21 reads a program from the storage 23, loads the read program into the memory 22, and executes the loaded program. The processor 21 is configured by, for example, a CPU, an MPU, a GPU, etc. The memory 22 temporarily stores programs and data. The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs. The memory 22 is configured, for example, by a volatile memory such as a RAM. The storage 23 stores various programs and data related to the game. The storage 23 is configured, for example, by a non-volatile memory such as a ROM, a flash memory, or an HDD. In particular, the storage 23 stores a game program. The game program realizes a game function that provides a game to the terminal device 10. For example, the game program realizes a function for providing a virtual space (two-dimensional space, three-dimensional space, etc.) and a function for operating objects (characters, etc.) placed in the virtual space. In the following description, the virtual space provided by the game program is referred to as the "game space." In particular, in this embodiment, a map space and an event space are provided as the game space.
[0022] The map space is a game space in which a position-based game is played. The map space is a virtual space configured in the form of a map. In this case, the map space may correspond to a map of real space (the real world) or may not correspond to a map of the real world. In this embodiment, the map space is generated based on a map of real space. As a result, in the map space, objects corresponding to roads, buildings, etc. in the real space are arranged at positions corresponding to the positions of the roads, buildings, etc. in the real space. In a position game, the position of an object corresponding to the user (hereinafter referred to as a "user object") in a map space is controlled based on position information acquired by the terminal device 10. As a result, the position of the user object in the map space changes (moves) as the user (terminal device 10) moves in the real space. In the following description, the position of the user (terminal device 10) in the real space (= the position indicated by the position information acquired by the terminal device 10) is referred to as the "user position." Meanwhile, the position of the user object in the map space is referred to as the "object position." In a game program, every position (coordinate) in real space is associated with a position (coordinate) in map space. In this case, the position (coordinate) in real space and the position (coordinate) in map space may be associated in a one-to-one relationship or in a multiple-to-one relationship. This makes it possible to identify an object position (coordinate) based on the user position (coordinate). As described above, in the position-based game, when the user (terminal device 10) moves in the real space, the user object can be moved to any position in the map space, and an event set at a predetermined position in the map space can be executed.
[0023] The event space is a game space in which an event is carried out. The event space is a game space that is different from the map space. As will be described later, a play object, which will be described later, appears in the event space while the event is being executed. Then, in response to a user's input operation input via an operation receiving unit 101, which will be described later, the play object can be operated to take on the challenge posed in the event.
[0024] The communication IF 24 controls transmission and reception of various data between the server device 20 and external communication devices. The communication IF 24 controls communication using, for example, a wireless LAN, a wired LAN, or short-range wireless communication. The input / output IF 25 is an interface for inputting data from the outside to the server device 20 and outputting data from the server device 20 to the outside. The input / output IF 25 is configured by, for example, a USB, a button, a camera, a microphone, a speaker, and the like.
[0025] (Functional configuration of terminal device 10) Next, the functional configuration of the terminal device 10 will be described. FIG. 2 is a diagram showing the functional configuration of the terminal device 10. As shown in FIG. The terminal device 10 functions as an input device that accepts user input operations and as an output device that outputs game images and sounds. As shown in Fig. 2, the terminal device 10 functions as a control unit 100 and a storage unit 110 through cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 110 stores a game program and various data (game information, user information, etc.). The game information is data that the control unit 100 references when executing the game program. The user information is data related to the user's account. The control unit 100 executes a program stored in the storage unit 110 to comprehensively control the operation of the terminal device 10. For example, the control unit 100 acquires (measures) location information of the terminal device 10 (user). The control unit 100 also progresses the game in accordance with the game program, the acquired location information, and the user's operations. Furthermore, the control unit 100 communicates with the server device 20 as necessary during the progress of the game to send and receive information. The control unit 100 is configured to include an operation reception unit 101, a UI control unit 102, a position information acquisition unit 103, a game progression unit 104, and a display control unit 105. Note that the control unit 100 can also function as other functional blocks (not shown) in order to progress the game depending on the nature of the game being executed.
[0026] The operation reception unit 101 detects and receives a user's input operation on the touch panel or the input / output IF 15. The operation reception unit 101 determines the type of input operation based on the operation performed by the user on the touch panel or the input / output IF 15, and outputs the result to each element of the control unit 100. For example, the operation reception unit 101 receives an input operation on the touch panel, detects the coordinates of the input position of the input operation, and determines the type of the input operation (touch operation, slide operation, swipe operation, tap operation, etc.). The UI control unit 102 controls UI objects to be displayed on the display in order to construct a UI (User Interface). The UI objects are tools that allow the user to input necessary information for the progress of the game to the terminal device 10, or tools that allow the user to obtain information output during the progress of the game from the terminal device 10. The UI objects may include, for example, icons, buttons, lists, menu screens, etc. The location information acquisition unit 103 acquires location information indicating a user location (hereinafter referred to as "user location information"). For example, the location information acquisition unit 103 acquires the user location information using a GPS (Global Positioning System) module. Note that the location information acquisition unit 103 may be configured to acquire the user location information based on the location of a wireless base station to which the terminal device 10 is connected. The location information acquisition unit 103 acquires the user location information at predetermined time intervals and transmits the acquired user location information to the server device 20.
[0027] The game progression unit 104 progresses the game. The game progression unit 104 progresses the game in accordance with user input operations input via the operation reception unit 101. For example, during the execution of an event, the game progression unit 104 makes a play object appear in the event space and causes the play object to operate in accordance with user input operations input via the operation reception unit 101. Here, the play object is an object that is the target of play by the user during the execution of the event. "Play" refers to the progression of the event (game) in accordance with user operations. During the execution of the event, the user then operates the play object with the aim of succeeding in the task assigned to the event (by achieving the success conditions described below). The display control unit 105 outputs a game screen and the like to the display. The display control unit 105 also draws various pieces of information notified from the server device 20 by superimposing them on the game screen. The display control unit 105 also draws UI objects controlled by the UI control unit 102 by superimposing them on the game screen.
[0028] (Functional configuration of server device 20) Next, the functional configuration of the server device 20 will be described. FIG. 3 is a diagram showing the functional configuration of the server device 20. As shown in FIG. The server device 20 communicates with the terminal devices 10 to realize a function of assisting the terminal devices 10 in progressing through the game. For example, when the terminal device 10 downloads a game-related application for the first time, the server device 20 provides the terminal device 10 with data necessary for executing the game. Furthermore, if the game provided by the game system 1 is a multiplayer game, the server device 20 communicates with each terminal device 10 participating in the game to realize a function of mediating interactions between the terminal devices 10 and a synchronization control function. As shown in FIG. 3, the server device 20 functions as a control unit 200 and a storage unit 210 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, and the like.
[0029] The storage unit 210 stores game programs and various data (game information, user information, etc.) In the storage unit 210, game information and user information are stored for each terminal device 10 (user account). The control unit 200 executes the programs stored in the storage unit 210 to comprehensively control the operation of the server device 20. For example, the control unit 200 transmits various data and programs to the terminal device 10. The control unit 200 is configured to include a game progression unit 201. Note that the control unit 200 can also function as other functional blocks (not shown) to support the progress of the game being executed on the terminal device 10, depending on the nature of the game being executed. The game progression unit 201 communicates with the terminal device 10 and supports the progress of the game being executed on the terminal device 10. For example, when the terminal device 10 progresses the game, the game progression unit 201 provides the terminal device 10 with information necessary for the game to progress. In particular, the game progression unit 201 is configured to include a location information acquisition unit 202, a map information provision unit 203, an event setting unit 204, an event resetting unit 205, and an event execution unit 206.
[0030] The position information acquisition unit 202 acquires user position information from the terminal device 10 at predetermined time intervals, and identifies an object position corresponding to the user position based on the user position indicated by the acquired user position information. The map information providing unit 203 generates a surrounding area map image at predetermined time intervals and transmits the generated surrounding area map image to the terminal device 10. In this embodiment, the generated surrounding area map image is an image showing a space within a predetermined range (hereinafter referred to as "surrounding space") centered on the object position identified by the position information acquiring unit 202 within the map space. In the surrounding area map image, the user object is displayed at the object position identified by the position information acquiring unit 202. As a result, the received surrounding area map image is displayed on the display of the terminal device 10. Then, the surrounding area map image displayed on the display of the terminal device 10 is updated at predetermined time intervals. At this time, if the user position changes, the position of the user object displayed on the surrounding area map image also changes accordingly.
[0031] The event setting unit 204 sets an event in association with a position in the map space according to the game program. Specifically, the event setting unit 204 sets an event at a predetermined position in the map space according to the game program. Here, the position in the map space where the event is set (hereinafter referred to as the "event setting position") is determined randomly based on the game program. Then, the event setting unit 204 displays the event object at the event setting position on the surrounding map image. The event setting unit 204 also sets an event executable range for a predetermined range of space centered on the event setting position in the map space. In this embodiment, when a user object enters the event executable range, the event can be executed. In this embodiment, an event has a success condition and an escape condition. If the success condition is met, the user is deemed to have succeeded in the task set for the event, and can acquire a reward. Here, acquiring a reward means that the reward (item, experience points, points, etc.) is associated with the user's account. If the escape condition is met, the event is reset to a location different from the current location.
[0032] The event resetting unit 204 resets an event in association with a position in the map space according to the game program. Specifically, when an escape condition is met for an event (including an event set by the event setting unit 203 and an event reset by the event resetting unit 204) set at a predetermined position in the map space (hereinafter referred to as the "original position"), the event resetting unit 204 resets the event to a position in the map space different from the original position (hereinafter referred to as the "event reset position"). Here, the event reset position is randomly determined based on the game program. Furthermore, the event resetting unit 205 sets the above-mentioned event executable range for a predetermined range of space centered on the event reset position in the map space. As a result of the above, when the escape condition is met for an event set at the original position (including an event set by the event setting unit 203 and an event reset by the event resetting unit 204), the event is terminated and reset to an event reset position different from the original position. This allows the user to replay the reset event by moving the user object from the event executable range for the event set at the original position to the event executable range for the event set at the event reset position. In other words, the user can replay the reset event by following the reset event. In this embodiment, when an escape condition is met for an event that has been set by the event setting unit 204 at its original position (= event setting position), the event is reset at a position (= event reset position) different from the original position. Also, when an escape condition is met for an event that has been reset by the event resetting unit 205 at its original position (= event reset position), the event can be reset at a position (= event reset position) different from the original position. This makes it possible to reset an event up to a maximum number of times (for example, 5 times). When the number of times an event is reset exceeds the maximum number of times, the event is deleted.
[0033] The event execution unit 206 controls the execution of events. Specifically, for each event set in the map space, the event execution unit 206 executes the event when an event execution condition related to the event is met. In this embodiment, for each event set in the map space, when a user taps an event object related to the event while the user object is located within an event execution range related to the event, the event execution condition related to the event is met (the event is executed). Note that in a multiplayer game, a configuration may be adopted in which a user who has met the event execution condition can issue a support request to other users, and users who respond to the support request can execute the event together with the user who met the event execution condition.
[0034] In particular, when the event execution unit 206 executes an event that has been reset at the event reset position, it varies a predetermined parameter (hereinafter referred to as a "variable parameter") among the parameters associated with the user (hereinafter referred to as a "user parameter"). The variable parameters are parameters that affect the success or failure of the tasks assigned in the event. For example, if the play object is a character, the variable parameters can be the ability values of the character (attack power value, defense power value, recovery power value, stamina value, skill gauge filling speed, types of usable techniques, etc.), the ability values of the tools (weapons, armor, items) used by the character (attack power value, defense power value, recovery power value, critical hit rate, etc.), etc. Furthermore, if the play object is a tool, the variable parameters can be the ability values of the tool (attack power value, capture power value, etc.), etc. Furthermore, the variable parameters can be the time related to the event (play time, etc.), an item granted at the start of the event, etc. When the play object is a character, the variation of the variable parameter can be an improvement in the ability value of the character (an improvement in attack power value, an improvement in defense power value, an improvement in recovery power value, an improvement in stamina value, an improvement in the speed at which the skill gauge fills, an increase in the number of usable techniques, etc.), an improvement in the ability value of the tool (weapon, armor, item) used by the character (an improvement in attack power value, an improvement in defense power value, an improvement in recovery power value, an improvement in critical hit rate, etc.), etc. Furthermore, when the play object is a tool, the variation of the variable parameter can be an improvement in the ability value of the tool (an improvement in attack power value, an improvement in capture power value, etc.), etc. Furthermore, the variation of the variable parameter can be an increase in the time related to the event (an increase in play time, etc.), the addition of an item advantageous to the event, etc. In this embodiment, the parameters subject to variation are varied in response to the execution (start) of the event reset at the event reset position. For example, when the event reset at the event reset position is executed, the parameters subject to variation are improved (varied in a manner favorable to the user) based on the state immediately before the execution (start) of the event, as a reference. As a result, the parameters subject to variation are improved (varied in a manner favorable to the user) by executing the event reset at the event reset position, separate from the variations in user parameters based on user operations and game progress (e.g., recovery of stamina values based on a recovery operation by the user, variation of parameters based on an increase in the user level, etc.) during the period from after the execution (after the end) of the event set at the original position to before the execution (before the start) of the event reset at the event reset position (hereinafter referred to as the "tracking period"). Furthermore, if an event different from the event reset at the event reset position is executed during the tracking period, the parameters subject to variation are not improved (varied in a manner favorable to the user). Here, for one event, the variation rate (improvement rate) of a parameter that is subject to variation and that varies (improves) in the reset event may be changed according to the number of times it is reset. For example, for one event, the variation rate (improvement rate) of a parameter that is subject to variation and that varies (improves) in the reset event may be increased as the number of times it is reset increases. Alternatively, for one event, the variation rate (improvement rate) of a parameter that is subject to variation and that varies (improves) in the reset event may be decreased as the number of times it is reset increases. Furthermore, the configuration may be such that the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in an event reset at the event reset position varies depending on the distance traveled by the user (or user object) during the tracking period. For example, the configuration may be such that the longer the distance traveled by the user (or user object) during the tracking period, the greater the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in the reset event. Alternatively, the longer the distance traveled by the user (or user object) during the tracking period, the smaller the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in the reset event. Furthermore, the configuration may be such that the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in an event reset at the event reset position changes according to the time the user (or user object) moves during the tracking period. For example, the longer the time the user (or user object) moves during the tracking period, the greater the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in the reset event. Alternatively, the longer the time the user (or user object) moves during the tracking period, the smaller the rate of change (rate of improvement) of a parameter subject to variation that varies (improves) in the reset event. In a multiplayer game, it is assumed that an event set at the original position has been executed by multiple users, and when an event reset at the event reset position is executed with the multiple users present, the parameters subject to variation may vary as the reset event is executed, and when an event reset at the event reset position is executed with the multiple users not present, the parameters subject to variation may not vary as the reset event is executed.
[0035] Furthermore, when executing the event reset at the event reset position, the event execution unit 206 generates parameter change content information and transmits the generated parameter change content information to the terminal device 10. As a result, while the reset event is being executed, the parameter change content information is displayed superimposed on the event space on the display of the terminal device 10. The parameter variation content information is information relating to the variation of a parameter to be varied. Specifically, the parameter variation content information is information specifying the content of the parameter to be varied that varies in the event reset at the event reset position (for example, the type of the parameter to be varied, the amount and rate of variation of the parameter to be varied, etc.).
[0036] (Processing Executed in Game System 1) Next, the processing executed in the game system 1 will be described. Fig. 4 is a diagram showing a process for updating a surrounding map image. Fig. 5 is a diagram showing a process for setting an event. Fig. 6 is a diagram showing a process for executing an event. Fig. 7 is a diagram showing a process for determining a success condition during the execution of an event. Fig. 8 is a diagram showing a process for determining an escape condition during the execution of an event. First, the process for updating the surrounding map image will be described. The process for updating the surrounding map image is executed (started) by the terminal device 10 at predetermined time intervals. As shown in FIG. 4, when the process for updating the surrounding map image is started, the process first proceeds to step S1-1. In step S1-1, the location information acquisition unit 103 of the terminal device 10 acquires user location information using the GPS module, and the process proceeds to step S1-2. In step S1-2, the location information acquisition unit 103 of the terminal device 10 transmits the acquired user location information to the server device 20, and the process proceeds to step S1-3. In step S1-3, the location information acquisition unit 202 of the server device 20 receives the user location information from the terminal device 10, and the process proceeds to step S1-4. In step S1-4, the position information acquisition unit 202 of the server device 20 identifies the object position based on the received user position information, and proceeds to step S1-5. Specifically, the user position indicated by the user position information is converted into an object position. In step S1-5, the map information providing unit 203 of the server device 20 generates a surrounding map image based on the identified object position information, and proceeds to step S1-6. Specifically, an image is generated showing a predetermined range of space (surrounding space) centered on the object position identified in step S1-4 within the map space, and the user object is displayed in the image at the object position identified in step S1-4 to create a surrounding map image. In step S1-6, the map information providing unit 203 of the server device 20 transmits the generated surrounding area map image to the terminal device 10, and the process proceeds to step S1-7. In step S1-7, the display control unit 105 of the terminal device 10 receives the surrounding area map image from the server device 20, and the process proceeds to step S1-8. In step S1-8, the display control unit 105 of the terminal device 10 displays the received surrounding area map image on the display, and updates the surrounding area map image. This completes the process for updating the surrounding map image.
[0037] Next, the process for setting an event will be described. The process for setting an event is executed (started) in the server device 20 at predetermined time intervals. As shown in FIG. 5, when the process for setting an event is started, the process first proceeds to step S2-1. In step S2-1, the event setting unit 204 of the server device 20 determines whether or not an event setting has been specified by the game program, and if it determines that an event setting has been specified (Yes), it proceeds to step S2-2, and if it determines that an event setting has not been specified (No), it terminates the processing for setting the current event. In step S2-2, the event setting unit 204 of the server device 20 generates event setting information, and the process proceeds to step S2-3. The event setting information includes information specifying the type of event, information specifying the event setting location related to the event, information specifying the event executable range related to the event, etc. In step S2-3, the event setting unit 204 of the server device 20 transmits the generated event setting information to the terminal device 10, and the process proceeds to step S2-4. In step S2-4, the game progression unit 104 of the terminal device 20 receives the event setting information from the server device 20, and then proceeds to step S2-5. In step S2-5, the game progression unit 104 of the terminal device 20 sets an event based on the received event setting information. Specifically, on the surrounding area map image, an event object according to the event type specified by the received event setting information is displayed at the event setting position specified by the received event setting information. The game progression unit 104 also saves the event type, event setting position, event executable range, etc. specified by the received event setting information in association with the event. This completes the process for setting an event.
[0038] Next, a process for executing an event will be described. The process for executing an event is executed (started) in the terminal device 10 at predetermined time intervals. As shown in FIG. 6, when the process for executing an event is started, the process first proceeds to step S3-1. In step S3-1, the game progression unit 104 of the terminal device 10 determines whether or not an event is currently being executed. If it determines that an event is not currently being executed (No), it proceeds to step S3-2; if it determines that an event is currently being executed (Yes), it terminates the processing for executing this event. In step S3-2, the game progression unit 104 of the terminal device 10 determines whether the event execution condition has been met, and if it is determined that the event execution condition has been met (Yes), it proceeds to step S3-3, but if it is determined that the event execution condition has not been met (No), it terminates the processing for executing the current event. Here, for any of the set events, if the user taps the event object related to that event while the user object is located within the event execution range related to that event, it is determined that the event execution condition related to that event has been met. In step S3-3, the game progression unit 104 of the terminal device 10 sends an event execution request to the server device 20, specifying the execution of the event for which the event execution condition is met, and then proceeds to step S3-4. In step S3-4, the event execution section 206 of the server device 20 receives the event execution request from the terminal device 10, and the process proceeds to step S3-5. In step S3-5, the event execution unit 206 of the server device 20 generates event execution information for the event specified in the received event execution request, and proceeds to step S3-6. The event execution information includes information specifying the success conditions for the event, information specifying the escape conditions for the event, etc. In particular, if the event specified in the received event execution request is an event reset by the event resetter 205 of the server device 20, the event execution information includes parameter variation specification information and parameter variation content information. Here, the parameter variation specification information is information specifying the variation of the parameter to be varied. Specifically, the parameter variation specification information includes information specifying the type of parameter to be varied, information specifying the variation amount and variation rate of the parameter to be varied, etc. In step S3-6, the event execution section 206 of the server device 20 transmits the generated event execution information to the terminal device 10, and the process proceeds to step S3-7. In step S3-7, the game progression unit 104 of the terminal device 10 receives event execution information from the server device 20, and proceeds to step S3-8. In step S3-8, the game progression unit 104 of the terminal device 10 executes (starts) the event based on the received event execution information. Specifically, the success conditions, escape conditions, etc. specified in the received event execution information are stored in association with the event. In particular, if the received event execution information includes parameter variation designation information and parameter variation content information, when the event is executed (started), the parameters to be varied are varied in accordance with the parameter variation designation information, and the display of the parameter variation content information begins on the display of the terminal device 10. This completes the process for executing the event.
[0039] Next, a process for determining whether or not a success condition is met while an event is being executed will be described. The process for determining whether or not a success condition is met is executed (started) by the terminal device 10 at predetermined time intervals. As shown in FIG. 7, when the process for determining the success condition is started, the process first proceeds to step S4-1. In step S4-1, the game progression unit 104 of the terminal device 10 determines whether or not an event is currently being executed, and if it determines that an event is currently being executed (Yes), it proceeds to step S4-2, and if it determines that an event is not currently being executed (No), it terminates the processing for determining the success condition for this time. In step S4-2, the game progression unit 104 of the terminal device 10 determines whether the success condition for the event being executed has been met, and if it determines that the success condition has been met (Yes), it proceeds to step S4-3, and if it determines that the success condition has not been met (No), it terminates the processing for determining the success condition for this event. In step S4-3, the game progression unit 104 of the terminal device 10 sends a success request to the server device 20 specifying that the success condition for the ongoing event has been met, and then proceeds to step S4-4. In step S4-4, the event execution section 206 of the server device 20 receives a success request from the terminal device 10, and the process proceeds to step S4-5. In step S4-5, the event execution unit 206 of the server device 20 associates a reward (item, experience value, points, etc.) with the account of the user. In this embodiment, the event disappears when the success condition is met.
[0040] Next, a process for determining whether an escape condition is met while an event is being executed will be described. The process for determining whether an escape condition is met is executed (started) by the terminal device 10 at predetermined time intervals. As shown in FIG. 8, when the process for determining whether or not an escape condition is met is started, the process first proceeds to step S5-1. In step S5-1, the game progression unit 104 of the terminal device 10 determines whether or not an event is being executed, and if it determines that an event is being executed (Yes), it proceeds to step S5-2, and if it determines that an event is not being executed (No), it terminates the processing for determining the escape conditions for this time. In step S5-2, the game progression unit 104 of the terminal device 10 determines whether the escape condition has been met for the event currently being executed, and if it determines that the escape condition has been met (Yes), it proceeds to step S5-3, and if it determines that the escape condition has not been met (No), it terminates the processing for determining the escape condition for this time. In step S5-3, the game progression unit 104 of the terminal device 10 sends an escape request to the server device 20 specifying that the escape condition for the currently running event has been met, and then proceeds to step S5-4. Note that in this embodiment, when the escape condition is met, the event that has been set and is being executed at the current location is ended (interrupted). In step S5-4, the event resetting section 205 of the server device 20 receives the escape request from the terminal device 10, and the process proceeds to step S5-5. In step S5-5, the event resetting unit 205 of the server device 20 generates event resetting information, and the process proceeds to step S5-6. The event resetting information includes, for the event to be reset, information specifying the event reset position for the event, information specifying the event executable range for the event, and the like. In step S5-6, the event resetting section 205 of the server device 20 transmits the generated event resetting information to the terminal device 10, and the process proceeds to step S5-7. In step S5-7, the game progression unit 104 of the terminal device 20 receives the event reset information from the server device 20, and proceeds to step S5-8. In step S5-8, the game progression unit 104 of the terminal device 20 resets the event based on the received event reset information. Specifically, in the surrounding area map image, the game progression unit 104 moves (displays) the event object related to the event to be reset to the event reset position specified by the received event reset information. The game progression unit 104 also saves the event reset position, event executable range, etc. specified by the received event reset information in association with the event to be reset. This completes the process for resetting the event.
[0041] (Example) Next, an embodiment of the present invention will be described. FIG. 9 is a diagram showing an example of a game screen displayed on the display of the terminal device 10. As shown in FIG. In this embodiment, an example of an event will be described in which the event is configured as an event in which a task is imposed on a play object x1 to defeat an enemy object x2 (hereinafter referred to as a "subjugation event"). In a position game, a surrounding map image m is displayed on the display of the terminal device 10. At this time, an object corresponding to the user (=user object y1) is displayed in the surrounding map image m (map space). At this time, the user object y1 is displayed at a position (=object position) corresponding to the position (=user position) of the user (terminal device 10) in real space. Then, as the user (terminal device 10) moves in real space, the user object y1 moves in the surrounding map image m (map space). In this embodiment, an icon indicating a character corresponding to the user (hereinafter referred to as "user character") is displayed as the user object y1. As shown in Figure 9(a), in a location-based game, a subjugation event is set (occurs) at a predetermined position (= event setting position) in the surrounding map image m (map space) according to the game program. Then, when the subjugation event is set, an event object y2 corresponding to the set subjugation event is displayed at the event setting position in the surrounding map image m (map space). In this embodiment, an icon indicating the enemy character to be subjugated in the set subjugation event is displayed as the event object y2.
[0042] In the location game, the user (terminal device 10) moves in the real world to move the user object y1 within the event execution range set for the subjugation event, and then taps the displayed event object y2 to execute (play) the subjugation event. While the subjugation event is being executed, an event space is displayed on the display of the terminal device 10. At this time, a play object x1 and an enemy object x2 are displayed in the event space. In this embodiment, the user character is displayed as the play object x1. Furthermore, an enemy character to be subjugated in the subjugation event is displayed as the enemy object x2. Then, the user can operate the play object x1 by inputting an operation via the operation reception unit 101 to attack the enemy object x2 or avoid the attack of the enemy object x2. During the execution of the subjugation event, each time the play object x1 attacks the enemy object x2, the strength value of the enemy object x2 decreases. Also, each time the play object x1 is attacked by the enemy object x2, the strength value of the play object x1 decreases. In this embodiment, when the strength value of the enemy object x2 falls below a predetermined value (for example, "0"), the success condition is considered to be met. When the success condition is met, a reward is given to the user, and the subjugation event ends. On the other hand, in this embodiment, if the vitality value of the enemy object x2 cannot be reduced to a predetermined value (e.g., "0") or less by the time a predetermined subjugation time has elapsed from the start of the subjugation event, the escape condition is deemed to be met as the subjugation time has elapsed. Note that the escape condition may be deemed to be met when the vitality value of the play object x1 is reduced to a predetermined value (e.g., "0") or less. Alternatively, the escape condition may be deemed to be met when an escape lottery held at a predetermined timing is won.
[0043] If an escape condition is met during the execution of a subjugation event, information indicating that the enemy object x2 has escaped (for example, the text "The enemy has escaped!") is displayed, and then the subjugation event is ended (interrupted). Then, if the escape condition is met, the subjugation event is reset in the surrounding map image m (map space). At this time, the subjugation event is reset (moved) to a position (= event reset position) different from the original position, with the event setting position (the position where the escape condition was met) as the original position. Then, as shown in FIG. 9(b), when the subjugation event is reset (moved), the display position of the event object y2 corresponding to the subjugation event is moved from the original position to the event reset position in the surrounding map image m (map space). At this time, in this embodiment, an animation is displayed in which the event object y2 corresponding to the subjugation event escapes from the original position to the event reset position. Furthermore, for the event object y2 that has moved to the event reset position, a display (hereinafter referred to as "escape display") is made to indicate that it is the escaped event object y2 (the reset subjugation event). For example, the escape display may be an arrow pointing from the original position to the event reset position, or footprints leading from the original position to the event reset position. In the following explanation, when the escape condition is met in a subjugation event that was set at the original location and the subjugation event is reset to the event reset location, the subjugation event that was set at the original location will be referred to as the "previous subjugation event," and the subjugation event that is reset to the event reset location will be referred to as the "escaped subjugation event." Then, by moving the user (terminal device 10) in the real world, the user object y1 can be moved into the event execution range set for the escaped subjugation event, and then by tapping the displayed event object y2, the escaped subjugation event can be executed (restarted) again.
[0044] In particular, when the subjugation event from which the user escaped is resumed, parameters that are subject to variation among the user parameters are improved in response to the resumption of the subjugation event. In this embodiment, the user parameters include the ability values of the play object x1 (attack power value, defense power value, recovery power value, stamina value, speed at which the skill gauge fills, types of techniques that can be used, etc.), the ability values of the tools (weapons, armor, items, etc.) used by the play object x1 (attack power value, defense power value, recovery power value, critical hit rate, etc.), the time related to the subjugation event (subjugation time, etc.), etc. Then, all or some of the user parameters can be subject to variation. In this embodiment, some of the user parameters are set as variable parameters and improve when the subjugation event from which the user escaped is resumed, while the other parameters, excluding these parameters, do not improve when the subjugation event from which the user escaped is resumed. For example, among the user parameters, the attack power value and defense power value of the play object x1 can be set as variable parameters and improve when the subjugation event from which the user escaped is resumed, while the other parameters do not improve when the subjugation event from which the user escaped is resumed. Alternatively, among the user parameters, the types of techniques that the play object x1 can use can be set as variable parameters and improve when the subjugation event from which the user escaped is resumed (thereby increasing the types of techniques that can be used in the resumed subjugation event), while the other parameters do not improve when the subjugation event from which the user escaped is resumed. Alternatively, among the user parameters, the defeat time can be configured as a variable parameter that improves when the defeated event from which the escaped occurred is resumed (so that the defeat time in the resumed defeat event becomes longer than the defeat time in the previous defeat event), while the other parameters do not improve when the defeated event from which the escaped occurred is resumed.
[0045] Here, in a multiplayer game, assuming that the previous subjugation event was executed by multiple users, if the subjugation event from which the escaped users have escaped is resumed with the multiple users present, the parameters subject to change may change when the subjugation event from which the escaped users have escaped resumes, and if the subjugation event from which the escaped users have escaped is resumed without the multiple users present, the parameters subject to change may not change when the subjugation event from which the escaped users have escaped resumes. In this case, when the escaped subjugation event is resumed with the plurality of users present, it may be possible to configure it so that it becomes possible to execute a special attack that could not be executed before the escaped subjugation event was resumed (that could not be executed in the previous subjugation event).Furthermore, it may be configured so that the greater the number of users who executed the previous subjugation event that are included in the plurality of users executing the escaped subjugation event, the greater the amount of change (amount of improvement) in the variable parameter that changes (improves) when the escaped subjugation event is resumed.
[0046] In this embodiment, when the subjugation event in which the user escaped is resumed, the variable target parameters are improved based on the time when the subjugation event in which the user escaped was resumed (immediately before the resumed). As a result, if the variable target parameters improve during the tracking period as the user level increases, the variable target parameters are improved when the subjugation event in which the user escaped is resumed, based on the variable target parameters after the improvement when the user level increases. Furthermore, if the variable target parameters improve during the tracking period (for example, when the stamina value is recovered as a result of a recovery operation by the user), the variable target parameters are improved when the subjugation event in which the user escaped is resumed, based on the variable target parameters after the improvement when the user operation is performed. Furthermore, if a subjugation event other than the subjugation event in which the user escaped (hereinafter referred to as a "non-escape subjugation event") is executed during the tracking period, the variable target parameters are not improved when the non-escape subjugation event is executed (started). In this embodiment, the configuration is such that the longer the distance traveled by the user (or user object y1) during the tracking period, the greater the fluctuation rate (improvement rate) of the variable parameter that improves with the start of the escaped subjugation event. Note that the configuration may also be such that the longer the distance traveled by the user (or user object y1) during the tracking period, the smaller the fluctuation rate (improvement rate) of the variable parameter that improves with the start of the escaped subjugation event. Alternatively, the configuration may also be such that the longer the time traveled by the user (or user object y1) during the tracking period, the greater the fluctuation rate (improvement rate) of the variable parameter that improves with the start of the escaped subjugation event. Alternatively, the configuration may also be such that the longer the time traveled by the user (or user object y1) during the tracking period, the smaller the fluctuation rate (improvement rate) of the variable parameter that improves with the start of the escaped subjugation event. In this embodiment, when the subjugation event from which the character escaped is resumed, parameter variation content information z indicating the content of the improved parameters to be varied is displayed on the display of the terminal device 10 upon resumption of the subjugation event. For example, as the parameter variation content information z, text such as "attack power value = 20% UP · defense power value = 20% UP" is displayed.
[0047] In this embodiment, when the subjugation event in which the enemy object x2 has escaped is resumed, the stamina value of the enemy object x2 is restored to its upper limit, regardless of the stamina value at the end of the previous subjugation event. Note that the stamina value of the enemy object x2 may be maintained at the stamina value at the end of the previous subjugation event when the subjugation event in which the enemy object x2 has escaped is also acceptable. Alternatively, the stamina value of the enemy object x2 may be restored at the start of the subjugation event in which the enemy object x2 has escaped from the stamina value at the end of the previous subjugation event in accordance with the amount of time the user (or the user object y1) traveled during the pursuit period. This allows the subjugation event to be resumed with a lower stamina value for the enemy object x2, which motivates the user to travel quickly and catch up with the escaped event object y2. During the execution of the escaped subjugation event, just as during the execution of the previous subjugation event, the vitality value of the enemy object x2 decreases each time the play object x1 attacks the enemy object x2. Furthermore, each time the play object x1 is attacked by the enemy object x2, the vitality value of the play object x1 decreases. When the vitality value of the enemy object x2 falls below a predetermined value (e.g., "0"), the success condition is considered to be met. When the success condition is met, a reward is awarded to the user, and the subjugation event ends. On the other hand, even during the execution of the subjugation event from which an escape has occurred, as in the execution of the previous subjugation event, if the stamina value of the enemy object x2 cannot be reduced to a predetermined value (e.g., "0") or less between the start of the subjugation event and the elapse of the subjugation time, the escape condition is deemed to have been met as the subjugation time elapses. If an escape condition is met during the execution of the subjugation event in which the enemy object x2 has escaped, information indicating that the enemy object x2 has escaped (for example, the text "The enemy has escaped!") is displayed, and then the subjugation event is ended (interrupted). If the escape condition is met, the subjugation event is reset in the surrounding map image m (map space). At this time, the subjugation event is reset (moved) to a position (= event reset position) different from the original position, with the event reset position (the position where the escape condition was met) as the original position. When the subjugation event is reset (moved), the display position of the event object y2 corresponding to the subjugation event is moved from the original position to the event reset position in the surrounding map image m (map space). At this time, in this embodiment, an animation is displayed in which the event object y2 corresponding to the subjugation event escapes from the original position to the event reset position. Furthermore, the above-mentioned escape display is performed for the event object y2 that has moved to the event reset position.
[0048] As a result, if the escape conditions are met again in the subjugation event from which the user escaped, the subjugation event will be reset at a new event reset position. In other words, if the escape conditions are met in the subjugation event that was set at the original position (= the subjugation event from which the user escaped) and the subjugation event is reset to the event reset position, the subjugation event that was set at the original position (= the subjugation event from which the user escaped) becomes the previous subjugation event, and the subjugation event that is reset to the event reset position becomes the new subjugation event from which the user escaped. Then, as described above, if the subjugation event from which the user escaped is resumed, the parameters that are subject to change among the user parameters will be improved as the subjugation event is resumed. In this embodiment, the configuration is such that the more times a subjugation event is reset (the more times it escapes), the greater the fluctuation rate (improvement rate) of the parameter to be varied that improves in the reset subjugation event. Note that the configuration may also be such that the more times a subjugation event is reset (the more times it escapes), the smaller the fluctuation rate (improvement rate) of the parameter to be varied that improves in the reset subjugation event. In addition, in this embodiment, it is possible to reset (escape) one subjugation event up to a maximum number of resets (for example, 5 times). In other words, when the number of resets for one subjugation event reaches the maximum number of resets, the subjugation event disappears as the escape condition is met in the subjugation event for the maximum number of resets.
[0049] In this embodiment, the event may be configured as an event in which the task is to capture an enemy object using a play object (hereinafter referred to as a "capture event"). During the execution of a capture event, an event space is displayed on the display of the terminal device 10. At this time, a play object and an enemy object are displayed in the event space. At this time, a capture tool is displayed as the play object. Furthermore, an enemy character to be captured in the capture event is displayed as the enemy object. Then, the user can throw the play object at the enemy object by performing an input operation (for example, a slide operation) via the operation reception unit 101. During the capture event, the enemy object's vitality value decreases each time the play object hits the enemy object. When the enemy object's vitality value falls below a predetermined value (e.g., "0"), the capture is deemed successful and the success condition is met. When the success condition is met, a reward is awarded to the user, and the subjugation event ends. On the other hand, if the enemy object's vitality value cannot be reduced to a predetermined value (for example, "0") or less (if the enemy object cannot be captured) within a predetermined capture time from the start of the capture event, the escape condition is deemed to be met as the capture time passes. Note that the escape condition may also be deemed to be met when the escape lottery, which is executed each time the play object is thrown at the enemy object, is won. In particular, when an event is configured as a capture event, the user parameters may be the ability values (type, attack power value, capture power value, etc.) of the play object. All or some of the user parameters may be variable parameters. For example, when a capture event that has escaped is resumed, it may be possible to use (be granted) a type of play object with a high capture power value. Alternatively, when a capture event that has escaped is resumed, the attack power value of the play object may be increased.
[0050] (Variation) Although the embodiments and examples of the present invention have been described above, various modifications can be made to the above embodiments and examples. For example, in the above embodiment, when the subjugation event from which the character escaped is resumed, the parameter to be varied is improved based on the time when the subjugation event is resumed (immediately before the resumption). However, when the subjugation event from which the character escaped is resumed, the parameter to be varied may be improved based on the time when the previous subjugation event was executed (at the start or end). Furthermore, in the above embodiment, among the user parameters, the variable parameters improve when the subjugation event from which the escapee escaped resumes, while the other parameters other than the variable parameters do not improve when the subjugation event from which the escapee escaped resumes. However, among the user parameters, the variable parameters improve when the subjugation event from which the escapee escaped resumes, while the other parameters other than the variable parameters (e.g., the stamina value of the play object x1) retain their states at the end of the previous subjugation event. Specifically, among the user parameters, the stamina value of the play object x1 may be configured to be a first value based on the end of the previous subjugation event, recover to a second value greater than the first value by a recovery operation up until the resumption of the subjugation event from which the escapee escaped, and even if it is the second value immediately before the resumption of the subjugation event from which the escapee escaped resumes, it may be configured to be restored to the first value when the subjugation event from which the escapee escaped resumes. Furthermore, in the above embodiment, when the subjugation event from which the user escaped is resumed, the parameters subject to variation among the user parameters are configured to vary with the resumption of the subjugation event. However, when the subjugation event from which the user escaped is resumed, the parameters associated with the enemy object x2 (for example, the ability values (attack power value, defense power value, etc.) of the enemy object x2) may vary (for example, decrease) with the resumption of the subjugation event. For example, when the subjugation event from which the user escaped is resumed, the vitality value of the enemy object x2 may be reduced to half of its upper limit value with the resumption of the subjugation event, regardless of the vitality value at the end of the previous subjugation event. In the above embodiment, when the subjugation event from which the escapee escaped is resumed, the parameters to be varied among the user parameters are automatically improved upon the resumption of the subjugation event. However, a configuration may also be adopted in which, when the subjugation event from which the escapee escaped is resumed, a parameter that can be varied by the user's input operation can be varied arbitrarily from among the parameters that can be varied (user parameters or parameters associated with the enemy object x2). Alternatively, for example, when the subjugation event from which the escapee escaped resumes, multiple options for parameters that can be varied are displayed (for example, multiple options such as increasing the recovery power of the play object x1, increasing the stamina value of the play object x1, decreasing the attack power of the enemy object x2, and decreasing the stamina value of the enemy object x2 are displayed in a selectable form), and the user can vary a parameter selected from the multiple parameters (options). Furthermore, when varying a parameter, it may be necessary to consume a consumable item such as in-game currency. Furthermore, in the above embodiment, when the subjugation event from which the escaped player has escaped is resumed, the user parameters that change when the subjugation event is resumed may be configured to be predetermined or may be configured to be determined randomly. If the user parameters to be changed are configured to be determined randomly, for example, one of a plurality of parameter changes, such as an increase in stamina, an increase in defensive power, or an increase in attack power, may be selected. In this case, a lottery may be held using a roulette or the like, and the parameter change selected by the lottery may be applied. This allows the strategy to change depending on which user parameter changes when the subjugation event from which the escaped player has escaped is resumed, thereby increasing the interest. Furthermore, in the above embodiment, when a subjugation event is reset (moved), the display position of the event object y2 corresponding to the subjugation event is moved from its original position to the event reset position in the surrounding map image m (map space). At this time, in this embodiment, an animation is displayed in which the event object y2 corresponding to the subjugation event flees from its original position to the event reset position. At this time, it is also possible for the user object y1 to catch up with the event object y2 while the event object y2 is fleeing from its original position to the event reset position, so that the fleeing subjugation event can be resumed at the position where the user object y1 has caught up with the event object y2. The above embodiment shows an example in which the present invention is applied to a game system 1 that provides a game. However, the present invention may also be applied to a game system that provides other programs, such as a map application linked with user location information, or a matching application that uses user location information. Furthermore, the examples described in the above embodiments are merely examples, and the present invention may be realized by adding, combining, partially deleting, or replacing other configurations.
[0051] (Addendum) Some of the features of the present invention will be described below.
[0052] (First Invention) "assignment" Increases interest. "Solution" The program of the first invention causes a computer (10, 20) to function as an execution means (steps S3-2 to S3-8) that enables the execution of an event set in a virtual space based on user position information, a resetting means (steps S5-2 to S5-8) that resets an event to a second position (event reset position) different from the first position (original position) when an escape condition is met in the event set at a first position (original position) in the virtual space (map space), and a variation means (steps S3-5 to S3-8) that varies a predetermined parameter (variable parameter) among parameters associated with the user (user parameters) when the event reset to the second position (event reset position) is executed. "effect" When an event reset to a second position (event reset position) is executed after an event set to a first position (original position) is executed, a predetermined parameter (variable parameter) associated with the user is changed. This allows the effect of executing the event set to the first position (original position) to be exerted on the event reset to the second position (event reset position), thereby improving the enjoyment of the game.
[0053] (Second Invention) "assignment" Increase user motivation. "Solution" In the program of the second invention, in the program of the first invention, a predetermined parameter (a parameter subject to variation) varies by executing an event reset to the second position (event reset position), separate from variations in parameters associated with the user (user parameters) based on the user's operations and the progress of the game during the period (tracking period) from after the execution of an event set to the first position (original position) to before the execution of an event reset to the second position (event reset value). "effect" Apart from parameter fluctuations based on user operations and game progress during the tracking period (for example, recovery of stamina based on a user's recovery operation, parameter fluctuations based on an increase in the user level, etc.), predetermined parameters (variable parameters) fluctuate due to the execution of the event reset at the second position (event reset position), which can increase the user's motivation to execute the event reset at the second position (event reset position).
[0054] (Third Invention) "assignment" Increase user motivation. "Solution" The program of the third invention is a program of the first or second invention, in which, during the period (tracking period) from after the execution of an event set at the first position (original position) to before the execution of an event reset at the second position (event reset position), if an event (non-escape subjugation event) different from the event reset at the second position (event reset position) is executed, a predetermined parameter (variable parameter) does not change. "effect" When a non-escape subjugation event is executed during the pursuit period, the predetermined parameter (variable parameter) does not change. This makes it possible to increase the user's motivation to execute the event reset to the second position (event reset position).
[0055] (Fourth Invention) "assignment" Increases interest. "Solution" The program according to the fourth invention is the program according to the first or second invention, in which the amount of variation of a predetermined parameter (parameter subject to variation) changes depending on the distance or time traveled by the user during the period (tracking period) from after the execution of an event set at a first position (original position) to before the execution of an event reset at a second position (event reset position). "effect" The amount of variation of a predetermined parameter (variable parameter) changes depending on the user's moving distance or moving time during the tracking period, which can improve the interest of the user.
[0056] (Fifth Invention) "assignment" Increases interest. "Solution" A program according to a fifth aspect of the present invention is a program according to the first or second aspect of the present invention, in which information (parameter variation content information) regarding the variation of a specified parameter (variable parameter) is displayed for an event reset to a second position (event reset position). "effect" The user can then execute the event that has been reset to the second position (event reset position) after understanding the change in the predetermined parameter (variable parameter), thereby increasing the interest.
[0057] (Sixth Invention) "assignment" Increases interest. "Solution" A sixth aspect of the present invention is a program according to the first or second aspect of the present invention, wherein when an event that has been reset to a second position (event reset position) is executed, the state of certain parameters among the parameters associated with the user (user parameters) that was set to the first position (original position) at the time of execution of the event is maintained. "effect" It is possible for the user to have the impression that the event reset to the second position (event reset position) is a continuation of the event set to the first position (original position), thereby increasing interest.
[0058] (Seventh Invention) "assignment" Increases interest. "Solution" The program of the seventh invention is a program of the first or second invention, wherein when the event set to the first position is executed by multiple users, the amount of variation in the specified parameter is greater when the event reset to the second position is executed when the multiple users are present than when the event reset to the second position is executed when the multiple users are not present. "effect" This makes it possible to encourage cooperation among multiple users, thereby increasing interest.
[0059] (Eighth Invention) "assignment" Increases interest. "Solution" The system (1) of the eighth invention includes a computer (10, 20) that functions as an execution means (steps S3-2 to S3-8) that enables the execution of an event set in a virtual space (map space) based on user position information, a resetting means (steps S5-2 to S5-8) that resets the event to a second position (event reset position) different from the first position (original position) when an escape condition is met in the event set at a first position (original position) in the virtual space, and a variation means (steps S3-5 to S3-8) that varies a predetermined parameter (variable parameter) among parameters associated with the user (user parameters) when the event reset to the second position (event reset position) is executed. "effect" When an event reset to a second position (event reset position) is executed after an event set to a first position (original position) is executed, a predetermined parameter (variable parameter) associated with the user is changed. This allows the effect of executing the event set to the first position (original position) to be exerted on the event reset to the second position (event reset position), thereby improving the enjoyment of the game.
[0060] (Ninth Invention) "assignment" Increases interest. "Solution" The method of the ninth invention causes a computer (10, 20) to function as an execution means (steps S3-2 to S3-8) that enables the execution of an event set in a virtual space (map space) based on user position information, a resetting means (steps S5-2 to S5-8) that resets the event to a second position (event reset position) different from the first position (original position) when an escape condition is met in the event set at a first position (original position) in the virtual space, and a variation means (steps S3-5 to S3-8) that varies a predetermined parameter (variable parameter) among parameters associated with the user (user parameters) when the event reset to the second position (event reset position) is executed. "effect" When an event reset to a second position (event reset position) is executed after an event set to a first position (original position) is executed, a predetermined parameter (variable parameter) associated with the user is changed. This allows the effect of executing the event set to the first position (original position) to be exerted on the event reset to the second position (event reset position), thereby improving the enjoyment of the game. [Explanation of symbols]
[0061] 1. Game System 2 Network 10 Terminal Equipment 20 Server device 101 Operation reception section 102 UI control section 103 Location information acquisition unit 104 Game Progression Section 105 Display control unit 201 Game Progression Department 202 Location information acquisition unit 203 Map Information Department 204 Event Settings 205 Event Resetting Section 206 Event Execution Department
Claims
1. Computer, an execution means for enabling the execution of an event set in the virtual space based on the user's location information; a resetting means for resetting an event to a second location different from the first location when a predetermined condition is met for the event set at the first location in the virtual space; a varying means for varying a predetermined parameter among the parameters associated with the user when the event reset to the second position is executed.
2. 2. The program of claim 1, wherein the predetermined parameter varies by executing the event reset to the second position, separately from variations in parameters associated with the user based on the user's operations and game progress during the period from after the event set to the first position is executed to before the event reset to the second position is executed.
3. 3. The program according to claim 1, wherein the predetermined parameter does not change when an event different from the event reset to the second position is executed during a period from after the event set to the first position is executed to before the event reset to the second position is executed.
4. 3. The program according to claim 1, wherein the amount of variation in the predetermined parameter changes depending on the distance or time traveled by the user during the period from after the event set at the first position is executed to before the event reset to the second position is executed.
5. 3. The program according to claim 1, wherein information regarding a variation in the predetermined parameter is displayed for the event reset to the second position.
6. 3. The program according to claim 1, wherein when the event reset to the second position is executed, the state of a particular parameter among the parameters associated with the user at the time of execution of the event set to the first position is maintained.
7. 3. The program according to claim 1, wherein when the event set to the first position is executed by multiple users, the amount of variation in the specified parameter is greater when the event reset to the second position is executed when the multiple users are present than when the event reset to the second position is executed when the multiple users are not present.
8. an execution means for enabling the execution of an event set in the virtual space based on the user's location information; a resetting means for resetting an event to a second location different from the first location when a predetermined condition is met for the event set at the first location in the virtual space; and a variation means for varying a predetermined parameter among the parameters associated with the user when the event reset to the second position is executed.
Citation Information
Patent Citations
Game program, game system, and server device
JP2021145916A